12 research outputs found

    Formalising suspense from immersive environments

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    Abstract. Survival horror video-games have acquired great acceptance in recent years. Immersion, ease of play, virtual reality gadgets and emotional intensity have helped to popularise them. Famous youtubers still perform their videos based on these games, counting millions of viewers even if the design of them is very similar in terms of atmosphere, limited actions and mapping. Usually conceived as suspense-evoking threatening environments to explore and escape, this similarity may lead to think about automatising the generation of products of this genre. In this paper, suspense definitions are reviewed from the view of emotional e↵ects. Further, we propose a formula relating suspense to dimensions valence, arousal and dominance. Finally, we present an experiment that supports its application for a horror game

    Confronting a Paradox: A New Perspective of the Impact of Uncertainty in Suspense

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    Suspense is a key narrative issue in terms of emotional gratifications. Reactions in response to this type of entertainment are positively related to enjoyment, having a significant impact on the audience's immersion and suspension of disbelief. Related to computational modeling of this feature, some automatic storytelling systems include limited implementations of suspense management system in their core. In this way, the interest of this subject in the area of creativity has resorted to different definitions from fields as narratology and the film industry, as much as several proposals of its constituent features. Among their characteristics, uncertainty is one of the most discussed in terms of impact and need: while many authors affirm that uncertainty is essential to evoke suspense, others limit or reject its influence. Furthermore, the paradox of suspense reflects the problem of including uncertainty as a component required in suspense creation systems. Due to this need to contrast the effects of the uncertainty in order to compute a general model for automatic storytelling systems, we conducted an experiment measuring suspense experienced by a group of subjects that read a story. While a group of them were told the ending of the story in advance, the members of the other group experimented the same story in chronological order. Both the subjects' reported suspense and their physiological responses are gathered and analyzed. Results provide evidence to conclude that uncertainty affects the emotional response of readers, but independently and in a different form than suspense does. It will help to propose a model in which uncertainty is processed separately as management of the amount of knowledge about the outcome available to the spectator, which acts as a control signal to modulate the input features, but not directly in suspense computing

    A computational model of the cognitive impact of decorative elements on the perception of suspense

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    Suspense is a key narrative issue in terms of emotional gratification, influencing the way in which the audience experiences a story. Virtually all narrative media uses suspense as a strategy for reader engagement regardless of the technology or genre. Being such an important narrative component, computational creativity has tackled suspense in a number of automatic storytelling. These systems are mainly based on narrative theories, and in general lack a cognitive approach involving the study of empathy or emotional effect of the environment impact. With this idea in mind, this paper reports on a computational model of the influence of decorative elements on suspense. It has been developed as part of a more general proposal for plot generation based on cognitive aspects. In order to test and parameterise the model, an evaluation based on textual stories and an evaluation based on a 3D virtual environment was run. In both cases, results suggest a direct influence of emotional perception of decorative objects in the suspense of a scene

    Information management in interactive and non-interactive suspenseful storytelling

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    Suspense is one key feature in modern storytelling. One of the mechanisms to deliver a suspenseful experience to an audience is by means of controlling the information provided. The media, however, has a very strong impact on what kind of information can be delivered and how. Moreover, modern storytelling is usually conveyed interactively, in such a way that the audience is also part of the story. In this paper, we experiment and analyse the different impact of information management in interactive and non-interactive storytelling. We report on an experiment measuring the reported perceived amusement in interactive and non-interactive versions of a potentially suspenseful story, and we provide evidence that a passive, non-interactive audience usually prefers less information than an active interactive audience. The study provides informed insight on how these results could be used in real scenarios to deliver appropriate levels of information to enhance the perception of suspense

    Using Ontologies for the Online Recognition of Activities of Daily Living

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    The recognition of activities of daily living is an important research area of interest in recent years. The process of activity recognition aims to recognize the actions of one or more people in a smart environment, in which a set of sensors has been deployed. Usually, all the events produced during each activity are taken into account to develop the classification models. However, the instant in which an activity started is unknown in a real environment. Therefore, only the most recent events are usually used. In this paper, we use statistics to determine the most appropriate length of that interval for each type of activity. In addition, we use ontologies to automatically generate features that serve as the input for the supervised learning algorithms that produce the classification model. The features are formed by combining the entities in the ontology, such as concepts and properties. The results obtained show a significant increase in the accuracy of the classification models generated with respect to the classical approach, in which only the state of the sensors is taken into account. Moreover, the results obtained in a simulation of a real environment under an event-based segmentation also show an improvement in most activities

    Quinoa (Chenopodium quinoa Wild.) Seed Yield and Efficiency in Soils Deficient of Nitrogen in the Bolivian Altiplano: An Analytical Review

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    Quinoa is a strategic crop due to its high N content and its adaptability to adverse conditions, where most of the soils are deficient of nitrogen (N). The central question in this review was the following: How can quinoa yield low levels of nitrogen in the soils of Altiplano? This question was unraveled based on different factors: (1) fertilization effect on productivity, (2) fertilization limits, (3) uptake and assimilation of nitrogen parameters, (4) monoculture practice effect, and (5) possible sources and strategies. One hundred eleven articles of different scientific platforms were revised and data were collected. Information from articles was used to calculate the partial factor productivity for nitrogen (PFPN), the apparent use efficiency of N (APUEN), available nitrogen (AN), and nitrogen content harvested in grains (HarvN). Quinoa responds positively to fertilization, but differences in yield were found among irrigated and rainfed conditions. Quinoa can produce 1850 kg grains ha−1 with 50 kg N ha−1 under irrigated conditions, and 670 kg grains ha−1 with 15 kg N ha−1 in rainfed conditions. Quinoa increases seed yield and HarvN increases N fertilization, but decreases nitrogen efficiency. In Altiplano, without nitrogen fertilizer, the quinoa yield relies on between 500 and 1000 kg ha−1, which shows that in the soil, there are other nitrogen sources

    Quinoa (<i>Chenopodium quinoa</i> Wild.) Seed Yield and Efficiency in Soils Deficient of Nitrogen in the Bolivian Altiplano: An Analytical Review

    No full text
    Quinoa is a strategic crop due to its high N content and its adaptability to adverse conditions, where most of the soils are deficient of nitrogen (N). The central question in this review was the following: How can quinoa yield low levels of nitrogen in the soils of Altiplano? This question was unraveled based on different factors: (1) fertilization effect on productivity, (2) fertilization limits, (3) uptake and assimilation of nitrogen parameters, (4) monoculture practice effect, and (5) possible sources and strategies. One hundred eleven articles of different scientific platforms were revised and data were collected. Information from articles was used to calculate the partial factor productivity for nitrogen (PFPN), the apparent use efficiency of N (APUEN), available nitrogen (AN), and nitrogen content harvested in grains (HarvN). Quinoa responds positively to fertilization, but differences in yield were found among irrigated and rainfed conditions. Quinoa can produce 1850 kg grains ha−1 with 50 kg N ha−1 under irrigated conditions, and 670 kg grains ha−1 with 15 kg N ha−1 in rainfed conditions. Quinoa increases seed yield and HarvN increases N fertilization, but decreases nitrogen efficiency. In Altiplano, without nitrogen fertilizer, the quinoa yield relies on between 500 and 1000 kg ha−1, which shows that in the soil, there are other nitrogen sources

    Data_Sheet_1_Confronting a Paradox: A New Perspective of the Impact of Uncertainty in Suspense.pdf

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    <p>Suspense is a key narrative issue in terms of emotional gratifications. Reactions in response to this type of entertainment are positively related to enjoyment, having a significant impact on the audience's immersion and suspension of disbelief. Related to computational modeling of this feature, some automatic storytelling systems include limited implementations of suspense management system in their core. In this way, the interest of this subject in the area of creativity has resorted to different definitions from fields as narratology and the film industry, as much as several proposals of its constituent features. Among their characteristics, uncertainty is one of the most discussed in terms of impact and need: while many authors affirm that uncertainty is essential to evoke suspense, others limit or reject its influence. Furthermore, the paradox of suspense reflects the problem of including uncertainty as a component required in suspense creation systems. Due to this need to contrast the effects of the uncertainty in order to compute a general model for automatic storytelling systems, we conducted an experiment measuring suspense experienced by a group of subjects that read a story. While a group of them were told the ending of the story in advance, the members of the other group experimented the same story in chronological order. Both the subjects' reported suspense and their physiological responses are gathered and analyzed. Results provide evidence to conclude that uncertainty affects the emotional response of readers, but independently and in a different form than suspense does. It will help to propose a model in which uncertainty is processed separately as management of the amount of knowledge about the outcome available to the spectator, which acts as a control signal to modulate the input features, but not directly in suspense computing.</p

    The collaborative agenda for language learning: from paper to the mobile device

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    This paper presents a multi-user mobile learning system—specifically designed to enhance collaborative language learning through mobile devices. The system delivers an app version of a paper-based learning task, called Terminkalender, which has successfully been used for several years with students from an A1-level German language course (CEFR). The learning task requires students to interact with each other via text messages in order to jointly plan different activities and record them in an appointment calendar. While the paper-based version already had a great potential for engaging students to interact in the target language, the app not only facilitates students’ interaction, but also allows teachers to easily trace back and analyse learners’ interaction. To this end, specific software implementing several features was developed: a web-based platform for system administration, an in-app text chat function, real-time feedback on learner performance as well as a log function for storage and assessment of learners’ interaction. The experiment sheds some light on the potential of the designed system for analysing learners’ behaviour and interaction patterns as well as assessing different indicators with regard to the student use and competencies in the target language
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