12,046 research outputs found

    User interaction in mixed reality interactive storytelling

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    Agents’ interaction in virtual storytelling

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    In this paper we describe a fully implemented prototype for interactive storytelling using the Unreal engine. Using a sit-com like scenario as an example of how the dynamic interactions between agents and/or the user dramatise the emerging story. Hierarchical Task Networks (HTNs) are formalised using AND/OR graphs, which are used to describe the many possible variations of the story at a sub-goal level, and the set of all behaviours (from a narrative perspective) of the primary actors at a terminal action level. We introduc

    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

    Planning formalisms and authoring in interactive storytelling

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    Interacting Storytelling systems integrate AI techniques such as planning with narrative representations to generate stories. In this paper, we discuss the use of planning formalisms in Interactive Storytelling from the perspective of story generation and authoring. We compare two different planning formalisms, Hierarchical Task Network (HTN) planning and Heuristic Search Planning (HSP). While HTN provide a strong basis for narrative coherence in the context of interactivity, HSP offer additional flexibility and the generation of stories and the mechanisms for generating comic situations

    Effective visualisation of design versions : visual storytelling for design reuse

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    Improving and supporting the process of design knowledge reuse can increase productivity, improve the quality of designs and lead to corporate competitive advantage. Whereas internal knowledge reuse (reusing knowledge from one’s personal memory or experiences) is very effective, external knowledge reuse (reusing knowledge from an external digital or paper archive) often fails. This paper studies the value of the storytelling paradigm in supporting reuse from an external repository. Based on a formalisation of the internal reuse process from ethnographic studies, a prototype system, CoMem (Corporate Memory) is presented, which supports the reuse process, specifically the steps of finding and understanding reusable items. This paper focuses on the ability of designers to understand designs that are found in corporate repositories. It is argued that in order to understand and reuse a found design, the designer needs to see the evolution of that design during the original design process. An Evolution History Explorer module of the CoMem system is presented that uses a storytelling metaphor and lays out versions visually side-by-side. A formal user evaluation of CoMem supports the hypotheses that (1) exploring the evolution of a design improves the reuse process, and (2) that visual storytelling is an effective paradigm for supporting that exploration

    Predicting User Choices in Interactive Narratives using Indexter\u27s Pairwise Event Salience Hypothesis

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    Indexter is a plan-based model of narrative that incorporates cognitive scientific theories about the salience—or prominence in memory—of narrative events. A pair of Indexter events can share up to five indices with one another: protagonist, time, space, causality, and intentionality. The pairwise event salience hypothesis states that when a past event shares one or more of these indices with the most recently narrated event, that past event is more salient, or easier to recall, than an event which shares none of them. In this study we demonstrate that we can predict user choices based on the salience of past events. Specifically, we investigate the hypothesis that when users are given a choice between two events in an interactive narrative, they are more likely to choose the one which makes the previous events in the story more salient according to this theory

    Mosaic narrative a poetics of cinematic new media narrative

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    This thesis proposes the Poetics of Mosaic Narrative as a tool for theorising the creation and telling of cinematic stories in a digital environment. As such the Poetics of Mosaic Narrative is designed to assist creators of new media narrative to design dramatically compelling screen based stories by drawing from established theories of cinema and emerging theories of new media. In doing so it validates the crucial element of cinematic storytelling in the digital medium, which due to its fragmentary, variable and re-combinatory nature, affords the opportunity for audience interaction. The Poetics of Mosaic Narrative re-asserts the dramatic and cinematic nature of narrative in new media by drawing upon the dramatic theory of Aristotle’s Poetics, the cinematic theories of the 1920s Russian Film Theorists and contemporary Neo-Formalists, the narrative theories of the 1960s French Structuralists, and the scriptwriting theories of contemporary cinema. In particular it focuses on the theory and practice of the prominent new media theorist, Lev Manovich, as a means of investigating and creating a practical poetics. The key element of the Poetics of Mosaic Narrative is the expansion of the previously forgotten and undeveloped Russian Formalist concept of cinematurgy which is vital to the successful development of new media storytelling theory and practice. This concept, as originally proposed but not elaborated by Kazansky, encompasses the notion of the creation of cinematic new media narrative as a mosaic – integrally driven by the narrative systems of plot, as well as the cinematic systems of visual style created by the techniques of cinema- montage, cinematography and mise-en-scene

    Designing Children’s Interactive Pop-up Books: Creating enhanced experiences through the incorporation of animation principles and interactive design.

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    This thesis, Designing Children’s Interactive Pop-up Books: Creating enhanced experiences through the incorporation of animation principles and interactive design, created by Michael Begay, explores how interactive design and computer graphics can be used to create enhanced user experiences in children’s book design. Key factors taken into consideration during the creation of this thesis include children’s book design, typography, storytelling, animation principles, and interactive design principles. In order to explore the effect computer graphic design has on creating an enhanced user experience in pop-up book design, this project starts with research on writing a compelling, age appropriate story for children between the ages of three and six. After the story is complete, the next step of this project is the creation of a traditional printed pop-up book. This printed pop-up book is then used to inform design decisions around the creation of the interactive pop-up book, such as the types of interactions to use (e.g., pull tabs, drag and drops, and simple clicks) as well as how the pages animate. The interactive pop-up book uses full-screen display and sound to help further create an immersive environment and enhanced reading experience. After finishing the creation of the traditional printed pop-up book and the interactive pop-up book, both books are tested with a group of participants (consisting of parents, caretakers, older siblings, and teachers) who interact with children between the ages of three and six. The tests contain questions related to the story’s comprehensiveness, the overall aesthetic of the illustration style, ease of use, and format preference—printed versus digital. While the findings from these tests suggest that there is a still a wonderment for watching folder paper come to life in three-dimensional forms, the interactive pop-up book has more potential in creating an enhanced reading experience
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