Computers as theatre
Virtual reality, art, and entertainment
Presence: Teleoperators and Virtual Environments - Premier issue
Speech Communication - Special issue on interactive voice technology for telecommunication applications (IVITA '96)
Measurement and evaluation of embodied conversational agents
Embodied conversational agents
Sense and sensibility: evaluation and interactive art
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interactive drama, art and artificial intelligence
Interactive drama, art and artificial intelligence
Preliminary evaluation of the interactive drama facade
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Experiments in evaluating interactive spoken language systems
HLT '91 Proceedings of the workshop on Speech and Natural Language
Initial lessons from AR Façade, an interactive augmented reality drama
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Presence and engagement in an interactive drama
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Madame bovary on the holodeck: immersive interactive storytelling
Proceedings of the 15th international conference on Multimedia
Handling out of domain topics by a conversational character
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Interactive Storytelling with Literary Feelings
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Looking at the Interactive Narrative Experience through the Eyes of the Participants
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
The World Is My Oyster --- Mobility as a Challenge for Interactive Storytelling
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Eliza meets the wizard-of-oz: blending machine and human control of embodied characters
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playing with words: from intuition to evaluation of game dialogue interfaces
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Measuring user responses to interactive stories: towards a standardized assessment tool
ICIDS'10 Proceedings of the Third joint conference on Interactive digital storytelling
Exploration of user reactions to different dialog-based interaction styles
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Using information visualization to understand interactive narrative: a case study on fa$#231;ade
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Getting a word in: adding artificial pauses to natural language interaction
Proceedings of the International Conference on the Foundations of Digital Games
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Designing an interdisciplinary user evaluation for the riu computational narrative system
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
NetworkING: using character relationships for interactive narrative generation
Proceedings of the 2013 international conference on Autonomous agents and multi-agent systems
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There is a growing interest in developing technologies for creating interactive dramas [13, 22]. Evaluating them, however, remains an open research problem. In this paper, we present a method for evaluating the technical and design approaches employed in a conversation-centered interactive drama. This method correlates players' subjective experience during conversational breakdowns, captured using retrospective protocols, with the corresponding AI processing in the input language understanding and dialog management subsystems. The methodology is employed to analyze conversation breakdowns in the interactive drama Façade. We find that the narrative cues offered by an interactive drama, coupled with believable character performance, can allow players to interpretively bridge system limitations and avoid experiencing a conversation breakdown. Further, we find that, contrary to standard practice for task-oriented conversation systems, using shallowly understood information as part of the system output hampers the player experience in an interactive drama.