14,708 research outputs found
Narrative Generation in Entertainment: Using Artificial Intelligence Planning
From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This âAI softwareâ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for âsoap operasâ
Interactive Narrative in Virtual Reality
Interactive fiction is a literary genre that is rapidly gaining popularity.
In this genre, readers are able to explicitly take actions in order to guide
the course of the story. With the recent popularity of narrative focused games,
we propose to design and develop an interactive narrative tool for content
creators. In this extended abstract, we show how we leverage this interactive
medium to present a tool for interactive storytelling in virtual reality. Using
a simple markup language, content creators and researchers are now able to
create interactive narratives in a virtual reality environment. We further
discuss the potential future directions for a virtual reality storytelling
engine
An observational study of children interacting with an augmented story book
We present findings of an observational study investigating how young children interact with augmented reality story books. Children aged between 6 and 7 read and interacted with one of two story books aimed at early literacy education. The books pages were augmented using animated virtual 3D characters, sound, and interactive tasks. Introducing novel media to young children requires system and story designers to consider not only technological issues but also questions arising from story design and the design of interactive sequences. We discuss findings of our study and implications regarding the implementation of augmented story books
Conversational Exploratory Search via Interactive Storytelling
Conversational interfaces are likely to become more efficient, intuitive and
engaging way for human-computer interaction than today's text or touch-based
interfaces. Current research efforts concerning conversational interfaces focus
primarily on question answering functionality, thereby neglecting support for
search activities beyond targeted information lookup. Users engage in
exploratory search when they are unfamiliar with the domain of their goal,
unsure about the ways to achieve their goals, or unsure about their goals in
the first place. Exploratory search is often supported by approaches from
information visualization. However, such approaches cannot be directly
translated to the setting of conversational search.
In this paper we investigate the affordances of interactive storytelling as a
tool to enable exploratory search within the framework of a conversational
interface. Interactive storytelling provides a way to navigate a document
collection in the pace and order a user prefers. In our vision, interactive
storytelling is to be coupled with a dialogue-based system that provides verbal
explanations and responsive design. We discuss challenges and sketch the
research agenda required to put this vision into life.Comment: Accepted at ICTIR'17 Workshop on Search-Oriented Conversational AI
(SCAI 2017
Affective issues in learning technologies: emotional responses to technology and technology's role in supporting socio-emotional skills
This paper focuses on some of the author's research studies over the past thirty years and places these in a wider context to reflect on research into affective issues in learning technologies over this period, and to consider whether and how the issues uncovered by research have changed as technologies have developed over time. Three issues are given particular attention: firstly the reasons for learners' use or lack of use of technologies for their learning; secondly adult learners' attitudes towards using technology for learning and thirdly how technology might support socio-emotional development and expression in children. The discussion of these issues is framed by two of the author's research projects. For the first two issues this is an early study of students' perceptions and attitudes towards using computers for tutorial learning in 1980. The factors that influenced the students' use of the computer tutorials are discussed (including access, assessment and anxiety about using computers) and also the extent to which some of these factors persist for many learners using (or not using) technologies today. The discussion of the third issue draws on a series of studies conducted in the 1990s to investigate whether educational technology could support children and young people's emotional expression and communication and development of socio-emotional skills. Finally the paper considers how these kinds of issues have been taken forward and how they are represented in contemporary research and suggests that trust is an important factor in using learning technologies
Buku visual pengenalan hewan dalam alquran
Religious educationand scienceis veryimportantin helpingthe stages of child development in the golden age, because at this age children can easily understand all memory of learning around them. The method of storytelling can help children to understand the educational process in attractive and interest way. From the education storytelling using the animals topic in the Quran, it is expected the child can easily understand the basic religious education in an interesting and fun. This visual guide will bring a variety of animal characters, such as using a background story in the Quran in every pages, it is expected that the child can imitate the properties of both the content of the story. This story will be visualized with a style that is fun, with simple style vector image, funny, and interesting, as well as giving the colorful of colour on this book will represent the children's lives but remains informative and educative. There are interactive mechanisms on each page of the story, as well as supporting media finger puppets and puppet stage to add to the spirit of understanding and appropriate storytelling concepts used "cheerful Islamic education", which will be packed in 1 package with 2 volumes and 1 set offinger puppets.
Keyword: Children Book, Animal, Qura
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