The role of emotion in believable agents
Communications of the ACM
Readings in intelligent user interfaces
Readings in intelligent user interfaces
Building Problem Solvers
Computers that recognize and respond to user emotion
UM'03 Proceedings of the 9th international conference on User modeling
A first-order theory of Stanislavskian scene analysis
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 1
Proceedings of the 6th International Conference on Foundations of Digital Games
A simple story: using an agents' based context-aware architecture for storytelling
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Imagining new design spaces for interactive digital storytelling
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Performatology: a procedural acting approach for interactive drama in cinematic games
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Transactions on Edutainment VII
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Interactive virtual environments are becoming increasingly popular for their utility in education, virtual training, and entertainment. These applications often rely on a scenario that is revealed to the user as he/she interacts with synthetic objects and characters that inhabit virtual worlds. Current interactive narrative architectures used in the interactive entertainment industry often use decision trees, which are hard to author and modify. Some interactive entertainment productions are starting to use more generative techniques, such as plan-based or goal-based narrative. In this paper, I present an interactive narrative architecture that extends current research in interactive narrative by integrating a user modeling and user behavior analysis technique, which I argue facilities a more engaging and fulfilling experience. I have implemented the architecture within an interactive story called Mirage. The architecture resulted from an iterative design and development process involving a team that included film and theatre professionals. During this design and development process, I have experimented and evaluated different narrative techniques, which resulted in the proposed architecture.