Foundations of statistical natural language processing
Foundations of statistical natural language processing
Data mining: practical machine learning tools and techniques with Java implementations
Data mining: practical machine learning tools and techniques with Java implementations
ITS '02 Proceedings of the 6th International Conference on Intelligent Tutoring Systems
From Debugging to Authoring: Adapting Productivity Tools to Narrative Content Description
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Interactive stories on the net: a model and an architecture for X3D worlds
Proceedings of the 14th International Conference on 3D Web Technology
An architecture for directing value-driven artificial characters
Agents for games and simulations II
Narratology for interactive storytelling: a critical introduction
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Interactive audiobooks: combining narratives with game elements
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Semantic annotation of narrative media objects
Multimedia Tools and Applications
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Ontology-based incremental annotation of characters in folktales
LaTeCH '12 Proceedings of the 6th Workshop on Language Technology for Cultural Heritage, Social Sciences, and Humanities
Proceedings of the 2013 Inputs-Outputs Conference: An Interdisciplinary Conference on Engagement in HCI and Performance
Hi-index | 0.00 |
This paper presents a visual editor which supports authors to define the narrative macrostructure of non-linear interactive dramas. This authoring tool was used to represent Propp's narrative macrostructure of Russian fairy tales in non-linear plot graphs. Moreover, Propp's thorough characterization of basic narrative constituents by explanations, discussions and examples of their different realizations in his corpus is utilized to construct an automatic classification model. A semi-automatic classification supports (i) authors to associate new scenes with basic narrative constituents and (ii) players to control the narrative flow in the story engine. For the latter task, the selection of an appropriate plot element and behavioral pattern within the dialog model in response to player interactions is controlled by similarities between stimuli and known realizations of basic narrative constituents or behavioral patterns. This approach tackles the main challenge of interactive drama — to balance interactivity and storyness.