TEATRIX: Virtual Environment for Story Creation
ITS '00 Proceedings of the 5th International Conference on Intelligent Tutoring Systems
Managing interaction between users and agents in a multi-agent storytelling environment
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
U-director: a decision-theoretic narrative planning architecture for storytelling environments
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Presence and engagement in an interactive drama
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Emergent Narrative as a Novel Framework for Massively Collaborative Authoring
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
A framework for narrative adaptation in interactive story-based learning environments
Proceedings of the Intelligent Narrative Technologies III Workshop
A comparison of interactive narrative system approaches using human improvisational actors
Proceedings of the Intelligent Narrative Technologies III Workshop
Transactions on edutainment IV
Transactions on edutainment IV
Achieving empathic engagement through affective interaction with synthetic characters
ACII'05 Proceedings of the First international conference on Affective Computing and Intelligent Interaction
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Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented.