3,381 research outputs found

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Tailoring coaching conversations with virtual health coaches

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    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work

    Widening the Knowledge Acquisition Bottleneck for Intelligent Tutoring Systems

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    Empirical studies have shown that Intelligent Tutoring Systems (ITS) are effective tools for education. However, developing an ITS is a labour-intensive and time-consuming process. A major share of the development effort is devoted to acquiring the domain knowledge that accounts for the intelligence of the system. The goal of this research is to reduce the knowledge acquisition bottleneck and enable domain experts to build the domain model required for an ITS. In pursuit of this goal an authoring system capable of producing a domain model with the assistance of a domain expert was developed. Unlike previous authoring systems, this system (named CAS) has the ability to acquire knowledge for non-procedural as well as procedural tasks. CAS was developed to generate the knowledge required for constraint-based tutoring systems, reducing the effort as well as the amount of expertise in knowledge engineering and programming required. Constraint-based modelling is a student modelling technique that assists in somewhat easing the knowledge acquisition bottleneck due to the abstract representation. CAS expects the domain expert to provide an ontology of the domain, example problems and their solutions. It uses machine learning techniques to reason with the information provided by the domain expert for generating a domain model. A series of evaluation studies of this research produced promising results. The initial evaluation revealed that the task of composing an ontology of the domain assisted with the manual composition of a domain model. The second study showed that CAS was effective in generating constraints for the three vastly different domains of database modelling, data normalisation and fraction addition. The final study demonstrated that CAS was also effective in generating constraints when assisted by novice ITS authors, producing constraint sets that were over 90% complete

    Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies

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    This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game

    A generic architecture for interactive intelligent tutoring systems

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University, 07/06/2001.This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module, which encapsulates the interactive processes and other independent computations between different components; a software design toolkit; and an autonomous knowledge acquisition from a probabilistic knowledge base. A graphical application development environment includes tools to support application development, and learning environments and which use a case scenario as a basis for instruction. The generic architecture is designed to support client-side execution in a Web browser environment, and further testing will show that it can disseminate applications over the World Wide Web. Such an architecture can be adapted to different teaching styles and domains, and reusing instructional materials automatically can reduce the effort of the courseware developer (hence cost and time) in authoring new materials. GeNisa was implemented using Java scripts, and subsequently evaluated at various commercial and academic organisations. Parameters chosen for the evaluation include quality of courseware, relevancy of case scenarios, portability to other platforms, ease of use, content, user-friendliness, screen display, clarity, topic interest, and overall satisfaction with GeNisa. In general, the evaluation focused on the novel characteristics and performances of the GeNisa architecture in comparison with other ITS and the results obtained are discussed and analysed. On the basis of the experience gained during the literature research and GeNisa development and evaluation. a generic methodology for ITS development is proposed as well as the requirements for the further development of ITS tools. Finally, conclusions are drawn and areas for further research are identified

    (Re)Claiming Spaces Through Story: An Examination of the Liberatory Potential of Autobiographical Narrative in Adult L2 Literacy Development

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    Adult ESL learners at the community education level are frequently undereducated (Lasater and Elliott, 2000, 2005), and fifty percent of limited-English proficient (LEP) adults report having nine or fewer years of formal schooling (NCIIP, 2012). They may be preliterate or only marginally literate even in their L1, which has significant negative implications both for language acquisition and for employment and educational opportunities. Further, many of these adult students also experience feelings of low self-worth with respect to their ability to succeed in any academic setting, let alone a foreign one, which poses a serious barrier to their ability to transition to community college or university (Shen, 2012). However, standard curricula for adult community education ESL classes typically follow a competency-based model that focuses on oral tasks and basic employment skills rather than attempting to foster and develop critical literacy and sociopolitical agency. In this paper, I argue that for adults with limited formal education and either limited or interrupted L1 literacy, helping learners develop a meaningful relationship with authentic and personally relevant texts is crucial (Fingeret, 1991; Purcell-Gates et al, 2002; Purcell-Gates & Waterman, 2000; Blanton, 2005). I develop an empirically-grounded theoretical argument for the use of the personal narrative genre in second language instruction, and show that focus on narrative as a social literacy event actively engages learners’ histories and subjectivities in the classroom while serving as a bridge between the symbolic codes of speech and writing. I emphasize research which indicates the unique role personal narrative plays in supporting identity negotiation and development of sociopolitical agency (Pavlenko & Lantolf, 2000; Nicholas, Rossiter & Abbott, 2011; Mishler, 2006; Coffey & Street, 2008), of special importance for marginalized populations. Finally, I argue that using autobiographical narrative in adult ESL instruction can provide a forum for tying students’ histories to their new language use, thus enabling development of heightened sense of self-worth at the same time as foundational critical literacy skills and agency are developed. A model curriculum for implementing this approach is outlined, and justification is provided
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