SlideShare une entreprise Scribd logo
1  sur  193
Télécharger pour lire hors ligne
Interactive Storytelling

© 2008–2012 Jouni Smed

Jouni Smed
jouni.smed@utu.fi
http://www.iki.fi/smed
Course syllabus
• objective:

• credits: 5 cp.

© 2008–2012 Jouni Smed

‣ to present the key concepts behind interactive
storytelling
‣ to review the proposed and existing interactive
storytelling systems
Lectures
• lecture times

‣ Tuesdays 10–12 a.m., lecture room λ (C1027)
‣ Wednesdays 10–12 a.m., lecture room β (B1032)
‣ no lectures: November 6, November 7,
November 27, November 28

© 2008–2012 Jouni Smed

• October 30 – December 5, 2012
Assessment
• assessment is based on both
‣ writing an essay and
‣ taking an examination

© 2008–2012 Jouni Smed

• you cannot pass the course without both!
Examinations
• electronic examination

‣ opens December 10, 2012
‣ closes March 31, 2013

• you can take the examination at most three
• for instructions and examination time
reservations, see https://tenttis.utu.fi/

© 2008–2012 Jouni Smed

(3) times
Essay
• an essay of 10–15 pages on a chosen topic
(in English or in Finnish)

‣ topics and material are available in the course’s
moodle page
‣ the essay has to follow the given style standard
‣ deadline: December 13, 2012 (Thursday) 2 p.m.
‣ papers returned after the deadline will not be
graded!

© 2008–2012 Jouni Smed

• the essay is returned as a PDF file
Essay (cont’d)
• grades and possible teacher’s comments
are announced privately through the
course’s moodle page

• all returned essays will be published in the
‣ grades or teacher’s comments are not made
public

© 2008–2012 Jouni Smed

course’s moodle page in December 2012
Quick walkthrough

3. Return the PDF version of the essay before
December 13, 2012, 2 p.m. using the essay
return page.
4. Check your essay grade in the course’s
moodle page.
5. Schedule and take an electronic examination.

© 2008–2012 Jouni Smed

1. Pick topics that interest you from the list of
topics.
2. Write the essay.
Grading
• grading is based on 20 points

‣ the examination gives at maximum 10 points
‣ the essay gives at maximum 10 points

• to pass the course you need more than 10
‣ you cannot pass the course without both taking
the examination and writing an essay!

© 2008–2012 Jouni Smed

points
Grading (cont’d)
• final grade:

grade: 1

‣ points: (12, 14]

grade: 2

‣ points: (14, 16]

grade: 3

‣ points: (16, 18]

grade: 4

‣ points: (18, 20]

grade: 5

© 2008–2012 Jouni Smed

‣ points: (10, 12]
Course homepage

© 2008–2012 Jouni Smed

http://bit.ly/intstory2012
Contents
1. Introduction to interactive storytelling
2. Analysis of storytelling
3. Strategies for interactive storytelling
4. Characters
5. End-user
7. Systems
8. Discussion and conclusion

© 2008–2012 Jouni Smed

6. Author
© 2008–2012 Jouni Smed

Introduction to
interactive storytelling
Interaction
• “Reciprocal action; action or influence of

persons or things on each other.” (Oxford
English Dictionary)
active agents in which each agent
alternately listens, thinks and
speaks” (Crawford, 2005)

© 2008–2012 Jouni Smed

• “a cyclic process between two or more
Storytelling is about…
• the reasons for actions (not actions)
• people

© 2008–2012 Jouni Smed

(Spierling, 2002)
Linear psychological
narrative
• psychological buy-in by the audience
• willing suspension of disbelief

© 2008–2012 Jouni Smed

(Perlin, 2005)
Typical features of
storytelling
• contingency: story time/space vs. real time/
space

• narrative representation: the way of
presentation

generation process

(Aylett & Louchart, 2003)

© 2008–2012 Jouni Smed

• presence: viewer sharing story time/space
• interactivity: participation in story
Comparison of different
narrative forms
Cinema

Theatre

Literature

Virtual reality

Contingency

low

medium

low

strong

Narrative
representation

visual

visual

mental

visual

not physical

physical

Interactivity

no

no/yes

no

yes

© 2008–2012 Jouni Smed

Presence

not physical
not physical
but immersive
Models of user
engagement
•

actual roles that users play in relation to the
narrative experience (Aylett & Louchart, 2007)
Examples

none

conventional audience

non-participant control

conventional authoring; film

non-participant influence

Forum Theatre; The Sims

participant control points

branching narrative

freely participating characters

LARP, emergent narrative

© 2008–2012 Jouni Smed

Degree of interactivity
Examples of interactive
storytelling
• inventing and telling a story to an audience
(e.g. children)

• (live action) role-playing games
• improvisational theatre (e.g. Forum
• tour guiding
• teaching

© 2008–2012 Jouni Smed

Theatre)
Interactive digital
storytelling
• interactive digital storytelling application is

© 2008–2012 Jouni Smed

“designed for users (interactors) to take
part in a concrete interactive experience,
structured as a story represented in a
computer” (Peinado & Gervás, 2007)
Three partakers
Author

Interactive
storytelling
system

End-user
© 2008–2012 Jouni Smed

Characters
Forms of interactive
entertainment
computer games
interactive fiction
hypertext fiction
digital storytelling
scriptwriting software
role-playing games (RPGs)
simulators
narrative intelligence

(Crawford, 2005)

© 2008–2012 Jouni Smed

•
•
•
•
•
•
•
•
Uses for interactive
storytelling systems
• art
• entertainment

‣ computer games

• education
‣ children

‣ information kiosks
‣ tour guides

© 2008–2012 Jouni Smed

• guidance
Narrative thinking
• fundamental structuring of the human
experience

• autobiographical memory holds stories
about the self

© 2008–2012 Jouni Smed

(Aylett & Louchart, 2007)
Narrative immersion
• spatial: a sense of place and pleasure taken
in exploring the story-world

• temporal: a desire to know what will

happen next (curiosity, surprise, suspense)

• emotional: affective reactions to the story

(Ryan, 2008)

© 2008–2012 Jouni Smed

and to the characters
Conventional narrative
constructed story

presented story

spectator

experienced story
© 2008–2012 Jouni Smed

author
Interactive narrative
user

experienced story

characters

external events
author

© 2008–2012 Jouni Smed

generated story
Narrative loop
EVENTS

cause

Affective
changes

World
state
changes

cause

cause
ACTIONS

(Aylett et al., 2011)

© 2008–2012 Jouni Smed

cause
Degree of interactivity
1. speed
‣ fast turnaround

2. depth
‣ human-likeness
‣ functional significance
‣ perceived completeness

(Crawford, 2005)

© 2008–2012 Jouni Smed

3. choice
How to interact with
stories?
1. what would change?
2. what would stay the same?
3. how do we make such a thing?

(Perlin, 2005)

© 2008–2012 Jouni Smed

4. where is the artist/author located wrt. the
observer/reader
Problems for interactive
drama
1. temporal management of actions:
interesting narrative from the choices?
2. multimodal representation of character’s
actions in a real-time 3D environment
4. authorability: artists should be able to
express themselves
(Szilas et al., 2007)

© 2008–2012 Jouni Smed

3. interpreting player’s actions
Challenges for story
generation
1. themes
‣ betrayal, yearning, love, revenge etc.

2. story control
‣ the story must remain dramatically compelling

3. strong, autonomous characters
‣ characters’ reasonable reactions and beliefs

(Bringsjord, 2001)

© 2008–2012 Jouni Smed

4. personalization
R&D challenges
1. agency
‣ primary feature offered to the players
‣ player has to be able to affect the plot directly

2. generation

3. interface
‣ expressive, multi-modal interface

© 2008–2012 Jouni Smed

‣ real-time generation of content
‣ building blocks
R&D challenges (cont’d)
4. connecting generation and interface
‣ planning and drama management

5. terminology

(Stern, 2008)

© 2008–2012 Jouni Smed

‣ young field still lacks proper terms
‣ e.g., ‘storytelling’ or ‘storymaking’
Narrative paradox
• “pre-authored plot structure conflicts with
the freedom of action and interaction
characteristics of the medium of real-time
interactive graphical environment”

© 2008–2012 Jouni Smed

(Aylett & Louchart, 2007)
© 2008–2012 Jouni Smed

Analysis of storytelling
Sources
• Aristotle: Poetics (ca.
• Vladimir Propp:

• A.J. Greimas
• Roland Barthes
• Claude Bremond
• Brenda Laurel:

• Joseph Campbell: The

• Janet Murray: Hamlet

• Russian formalism
(1916–1930s)

Morphology of the
Folktale (1928)
Hero with a Thousand
Faces (1949)

Computers as Theatre
(1991)
on the Holodeck
(1997)

© 2008–2012 Jouni Smed

335 BCE)
Aristotle: Poetics

Thought
Language
Pattern
Enactment

© 2008–2012 Jouni Smed

Material cause

Character

Inferred formal cause

Action
Aristotle: Narrative forms
‣ events represented
through verbal
narration (diegesis)
‣ focus on the exploits
of a solitary hero
‣ story can be endlessly
expanded
‣ motivations of the
hero remain fairly
simple

• dramatic
‣ events represented
through the imitation
of action (mimesis)
‣ focus on the evolving
networks of human
relations
‣ action is mental rather
than physical
‣ the dramatic arc

© 2008–2012 Jouni Smed

• epic
a) exposition
b) inciting incident
c) rising action
d) crisis
e) climax
f) falling action
g) dénouement

complication

e
d
c
a

b

f

g
time

© 2008–2012 Jouni Smed

The dramatic arc
Third narrative form:
Epistemic narrative
• emerged in the 19th century
• superposition of two stories

‣ events that took place in the past
‣ an investigation that leads to their discovery

• driven by the desire to know (e.g. mystery
(Ryan, 2008)

© 2008–2012 Jouni Smed

story)
Interactivity and narrative
forms
‣ accomplishement of a
mission
‣ used in many games

• epistemic

‣ player as a detective
‣ author-defined story –
variable story
‣ elucidation of the
mystery until the
solution is found

• dramatic

‣ most difficult to
implement
‣ goals of characters
evolve together with
their relations
‣ requires constant
redefinition
‣ simulation of human
reasoning

(Ryan, 2008)

© 2008–2012 Jouni Smed

• epic
Russian formalism:
Model of narrative
1. Fabula
‣ logically and chronologically related series of events
caused/experienced by the characters in the
storyworld

2. Sjužet

3. Media/text
‣ the surface of the story expressed in language signs

© 2008–2012 Jouni Smed

‣ the finished arrangement (i.e. the plot, сюжет) of the
narrated events as they are presented to the reader
Vladimir Propp:
Morphology of the Folktale

‣ “act of a character defined from the point-ofview of its significance for the course of action”
‣ independent from the character who performs it

© 2008–2012 Jouni Smed

• analysis of Russian folktales
• 31 narrative units (i.e. narratemes)
• character function
Narratemes and spheres
• introduction
‣ βγδεζηθ

• the body of the story
‣ ABC↑

• the donor sequence
• the hero’s return

‣ ↓PrRsoLMNQExTUW

© 2008–2012 Jouni Smed

‣ DEFGHJIK
α – initial situation

↑ – departure

↓ – return

β – absentation

D – the first function
of the donor

Pr – pursuit, chase

E – hero’s reaction

o – unrecognized
arrival

δ – violation
ε – reconnaissance
ζ – delivery
η – trickery
θ – complicity
A – villainy

F – provision or
receipt of a magical
agent
G – spatial
transference between
two kingdoms,
guidance

B – mediation, the
connective incident

H – struggle

C – beginning
counteraction

I – victory

J – branding, marking
K – resolution

Rs – rescue

L – unfounded claims
M – difficult task
N – solution
Q – recognition
Ex – exposure
T – transfiguration
U – punishment
W – wedding

© 2008–2012 Jouni Smed

γ – interdiction
Example sequences
‣ δηθ – the villain succeeds in deceiving the victim
‣ DE – the hero is tested to get a magical agent
‣ HJ – the hero fights and gets injured

‣ ↓oLQEx – the hero returns but a false hero has
taken his place; the hero is recognized and the
false hero is exposed

© 2008–2012 Jouni Smed

‣ ↓oMNQ – the hero returns but is not
recognized until he passes a test
Example tale
• A tsar, three daughters (α). The daughters

• αβδABC↑H-IK↓W

© 2008–2012 Jouni Smed

go walking (β), overstay in the garden (δ). A
dragon kidnaps them (A). A call for aid (B).
Quest of three heroes (C↑). Three battles
with the dragon (H-I), rescue of the
maidens (K). Return (↓), reward (W)
• Villain
• Donor
• Helper
• Princess (and her father)
• Dispatcher
• Hero
• False hero

© 2008–2012 Jouni Smed

Character roles
Moves
• list of functions that make a subsection of

‣ one move follows directly another
‣ new move begins before the end of old move
‣ second move is interrupted by a third move
‣ two villainies occur at once
‣ two moves have a common ending
‣ two protagonists part at a road marker with an
exchange of signalling objects

© 2008–2012 Jouni Smed

the story (usually ending on F, K, Rs or W)
Joseph Campbell: The Hero
with a Thousand Faces
• monomyth (i.e. the hero’s journey)

‣ common pattern with strong reference symbols

• symbolic representation of the passage
‣ departure
‣ initiation
‣ return

© 2008–2012 Jouni Smed

from childhood to adulthood
Separation

Innocent world
of childhood

Freedom to live
Master of two worlds
Rescue

Call to adventure

Magic flight

Refusal of call

Refusal of return

Supernatural aid
Crossing the
first threshold
Belly of the whale

The Hero’s
Journey

Return
The ultimate boon

Apotheosis

Road of trials
Tests and ordeals
Dragon battle

Nadir
Crucifixion
Symbolic death/dismemberment
Sparagmos

Meeting with
the Goddess

Atonement to
recognition by
Father
© 2008–2012 Jouni Smed

Initiation
A.J. Greimas: Actant model
• first role-based analysis of narrative

‣ background: semantics and structuralist stance

• formalization of Propp’s roles

‣ not for what they are but for what they do

• the actant model can be instantiated by a
(Cavazza & Pizzi, 2006)

© 2008–2012 Jouni Smed

specific semantic field
Generic actant model
Object

Sought-for person

Helper

Subject

Antagonist
© 2008–2012 Jouni Smed

Dispatcher
Roland Barthes:
Interpretative codes
• ACT (action)

‣ generalization of narrative function
‣ action sequences
‣ background knowledge required for
interpretation
‣ contextual knowledge

© 2008–2012 Jouni Smed

• REF (reference)
Interpretative codes
(cont’d)
• SYM (symbolic)

‣ major cultural objects that symbolic (e.g., money)

• SEM (semantic)

‣ choice of words to narrative events
‣ items that should trigger interpretation
‣ cues for future events
‣ elements of mystery relevant to the story

© 2008–2012 Jouni Smed

• HER (hermeneutic)
Claude Bremond: Agent
and patient
• agent is responsible for the changes in the
narrative universe

‣ voluntary or unintended
‣ types: influencer, improver, protector, frustrator

• patient is influenced by the narrative actions
• transient status: characters can alternate
between the roles

© 2008–2012 Jouni Smed

‣ awareness of the situation
‣ the situation itself
Brenda Laurel:
Computers as Theatre
• “When we look toward what is known

about the nature of interaction, why not
turn to those who manage it best – to
those from the world of drama, of the
stage, of the theatre?” (Laurel, 1991)
‣ designing an interface is the real problem
‣ creating a representational world that leaves the
feeling of the interface behind

© 2008–2012 Jouni Smed

• invisibility of the computer
Material for action

Material cause

Thought
Language
Pattern
Enactment

User interaction

Character

Inferred formal cause

Action

© 2008–2012 Jouni Smed

Neo-Aristotelian theory
of interactive drama
The flying wedge of
possibilities
Potential
Probable
Potential
t

© 2008–2012 Jouni Smed

Possible

Necessary
Janet Murray: Hamlet on the
Holodeck
• can a computer provide the basis for an
expressive narrative form?

• Star Trek’s holodeck as an ideal model of
© 2008–2012 Jouni Smed

interactive narrative
Representational strategies

(Murray, 1997)
© 2008–2012 Jouni Smed

• navigable space
• encyclopedic capacity
• participation
• procedurality
Phenomenal categories

(Murray, 1997)
© 2008–2012 Jouni Smed

• immersion
• agency
• transformation
Lessons from the
holodeck: goals to pursue

(Ryan, 2008)

© 2008–2012 Jouni Smed

• natural interface
• integration of user actions within the story
• frequent interaction
• dynamic creation of the story
• ability to create narrative immersion
Mapping and recapping the
theoretical background 1(4)
Aristotle’s Poetics
Laurel: Computers as Theatre

Mateas & Stern: Façade
(Koenitz, 2010)

© 2008–2012 Jouni Smed

Carnagie Mellon: OZ project
Mapping and recapping the
theoretical background 2(4)
Derrida, Foucault, Barthes, Eco, Baudilard
Storyspace platform

Joyce: Afternoon
Jackson: Patchwork Girl

(Koenitz, 2010)

© 2008–2012 Jouni Smed

hyperfiction
Mapping and recapping the
theoretical background 3(4)
non-literary, non-western tradition
(e.g., oral narratives)

(Koenitz, 2010)

© 2008–2012 Jouni Smed

Jennings: the book of ruins and desire
Harrell: Griot system
Mapping and recapping the
theoretical background 4(4)
Barthes, Bremond, Prince, Genette, Chapman
narratology

(Koenitz, 2010)

© 2008–2012 Jouni Smed

interactive fiction (IF)
© 2008–2012 Jouni Smed

Strategies for
interactive storytelling
Strategies
• author-centric

‣ explicit authoring

• character-centric

© 2008–2012 Jouni Smed

‣ emergent narrative
‣ implicit creation
Measures
• plot coherence

‣ the perception that the main events of a story
are causally relevant to the outcome of the story

• character believability

(Riedl, 2004)

© 2008–2012 Jouni Smed

‣ the perception that the events of a story are
reasonably motivated by the beliefs, desires, and
goals of the characters
Author-centric
• models the creative process of a human
author

• explicit authoring: predefined template to
• strong plot coherence
• not so strong character believability

© 2008–2012 Jouni Smed

follow runtime
Example: The Oz Project’s
Interactive Drama Engine
Presentation

Drama manager

World
Character
Character

© 2008–2012 Jouni Smed

Player

Character
Drama manager
techniques
• branching narrative
• universal plan

‣ beats (i.e. action–reaction pairs)
‣ interactive plan trees (e.g. HTN)
‣ anticipation of every possible action
‣ combinatorial explosion

(Louchart & Aylett, 2005)

© 2008–2012 Jouni Smed

• problems
Drama managers ways to
influence

(Crawford, 2005)

© 2008–2012 Jouni Smed

• environmental manipulation
• goal injection
• shifting personality
• ticking clock of doom
• dropping the fourth wall
Character-centric strategy
• autonomous characters: models the mental
factors that affect how characters act

• the story emerges from the characters’
decisions and interaction

• implicit creation: narrative planted
• strong character believability
• not so strong plot coherence

© 2008–2012 Jouni Smed

beforehand
Emergent narrative
• term introduced by Aylett (1999)
• story emerges bottom up based on

characters described top down by the
author
© 2008–2012 Jouni Smed

• exhibits perpetual novelty
Example: Reality TV
• emergent narrative as a source for a story
• participant
‣ motivated by money, fame etc.
‣ subjected to entertain the spectators
‣ gets entertainment
‣ lacks influence on the narrative

© 2008–2012 Jouni Smed

• spectator
Example: Reality TV
(cont’d)
• programme production team
‣ pre-production selections

- choice and definition of the main protagonists
- designing the world environment to foster emotions
‣ performance time control

(Louchart & Aylett, 2005)

© 2008–2012 Jouni Smed

- tasks, eliminations etc.
- compiling a broadcast to the spectators
Storyworld
recepient

designer

Narrative interpretation

Emergent system

storyworld = mental model

storyworld = model, rules

world state → mental state

world state → world state

states, actions, events

generating from
the rules
states, actions, events

© 2008–2012 Jouni Smed

reconstruct storyworld
by inference

(Spierling, 2007)
Gardening metaphor
• author-centric

‣ explicit authoring is like creating a paper flower

• character-centric

‣ implicit creation is like planting a flower
© 2008–2012 Jouni Smed

(Spierling, 2007)
© 2008–2012 Jouni Smed

Characters
Features of believable
agents
• personality

‣ unique and specific, not general

• emotion

‣ exhibit and respond personally-specifically

• self-motivation
• change

‣ growth and change with time (wrt. personality)

© 2008–2012 Jouni Smed

‣ internal drives and desires
Features of believable
agents (cont’d)
• social relationship

‣ interaction with others changes the relationships

• illusion of life

(Mateas, 2002)

© 2008–2012 Jouni Smed

‣ multiple goals
‣ broad capabilities
‣ quick reactions
Character behaviour
1. low level (e.g. collision detection)
2. social interaction (e.g. introducing oneself)
3. idle behaviour
4. targeted behaviour (i.e. go for the goal!)
© 2008–2012 Jouni Smed

(Fairclough & Cunningham, 2002)
Expressiveness
• independent from visual realism
• origins of expressive behaviour:
‣ agent itself
‣ human creator

© 2008–2012 Jouni Smed

(Szilas, 2007)
Flashback: Crawford on
interaction…
• “a cyclic process between two or more
© 2008–2012 Jouni Smed

active agents in which each agent
alternately listens, thinks and speaks”
Character’s interaction
• listen

‣ perception of the world

• think

• speak

‣ acting in the world

© 2008–2012 Jouni Smed

‣ coloured by the character’s personality
‣ associated with and stored to the character’s
memory
The perception system in
VIBES
1. acquisition sensors: abstract description of
the world
2. perception filters: simulation of the physical
sensors

(Sanchez et al., 2004)

© 2008–2012 Jouni Smed

3. cognitive filters: support for the decisionmaking
Crawford’s personality
model 1(2)
Accordance

Relationship

Integrity

“gullibility”

“trust”

Virtue

“willingness to see
good”

“virtue perceived”

Power

“timidity”

“fear of power”

Intelligence

“judging others wise”

“respect”

“vanity”

“attractiveness
perceived”

Attractiveness

© 2008–2012 Jouni Smed

Intrinsic
Crawford’s personality
model 2(2)
Volatility

Anger/Fear

Adrenaline

Joy/Sadness

Manic/Depressive

Arousal/Disgust

Sensuality
(Crawford, 2005)

© 2008–2012 Jouni Smed

Mood
Event-appraisal theory
• OCC-model (Ortony, Clore and Collins)
• emotional state
‣ positive/negative
‣ intensity

objects varies according to their emotional
state
(Theune et al., 2004)

© 2008–2012 Jouni Smed

• agents reaction to events, actions and
OCC-model
Directed to other agents

hope – fear

admiration – reproach

joy – distress

hope – fear

pride – shame

love – hate

© 2008–2012 Jouni Smed

Directed to agent itself
Autobiographical memory
types
• type 0: agent is always telling the same
story

• type I: agent has a variety of stories but not
within the conversational context
context best

© 2008–2012 Jouni Smed

• type II: agent selects a story that fits the
Autobiographical memory
types (cont’d)
• type III: agent tells and listens stories (i.e.

interprets the meaning and has a response)

• type IV: a living, autonomous agent (i.e.
personality)

© 2008–2012 Jouni Smed

(Ibanez et al., 2003)
Memory in VIBES
• stores information (i.e. percept objects)
acquired about the world

‣ actor’s representation of the world
‣ knowledge the actor has acquired

• records consecutive internal states of the
(Sanchez et al., 2004)

© 2008–2012 Jouni Smed

actor (e.g. wants, emotions)
Memory in SAGA
• narrative memory stores a temporal
sequence of episodes

‣ cause-and-effect links between episodes
‣ crisis
‣ climax
‣ resolution

(Machado et al., 2004)

© 2008–2012 Jouni Smed

• episode comprises
Episodic memory
• personal history of an entity
‣ places and moments
‣ subjective feelings and goals

• requires: persistent world and multiple
actors
scope

(Brom et al., 2007)

© 2008–2012 Jouni Smed

• autobiographic memory: longer, lifetime
Requirements for a full
episodic memory
1. storing complex hierarchical tasks
2. storing and reconstructing personal
situations

© 2008–2012 Jouni Smed

‣ what, with which and why?
‣ who saw and what did he do?
Full episodic memory
(cont’d)
3. all available information is not stored
‣ perceivability
‣ importance
‣ attractiveness (or salience)

5. coherence: trust in the stored data
(Brom et al., 2007)

© 2008–2012 Jouni Smed

4. large time scale: the importance of
forgetting (details reduced, events merged)
Late commitment
• character agent’s decisions
‣ in-character (IC)
‣ out-of-character (OOC)

• improvisational theatre: no agreed upon
‣ implicit OOC communication (e.g. “Hello,
daughter.”)

(Swartjes et al., 2008)

© 2008–2012 Jouni Smed

storyworld but framing as the actors go
along
Late commitment (cont’d)
• explicit OOC communication
‣ framing operators

• late commitment

(Swartjes et al., 2008)

© 2008–2012 Jouni Smed

‣ goal management: goals from OOC if no other
goals exist
‣ action selection: agents can create OOC plans
for their goals
Late commitment:
observations
• IC actions should not be selected to satisfy
the preconditions of framing operators

• an action contradicting a framing operator
has to be ordered after the framing
operator

• all characters must unconditionally accept
(Swartjes et al., 2008)

© 2008–2012 Jouni Smed

all framing operators
Problem of believability:
The uncanny valley
• Masahiro Mori (1970):

• the uncanny valley: the area of repulsion

between “barely human” and “fully human”

© 2008–2012 Jouni Smed

‣ the more human-like the robot, the more
positive the emotional response
‣ at some point the response becomes quickly a
strong repulsion
‣ as the appearance and motion improve,
emotional response becomes positive again
The uncanny valley:
Movement and appearance
healthy
person

response

+

android/
gynoid
industrial
robot

corpse/
zombie

bunraku
puppet

prosthetic
hand

–
0%

human-likeness

100%
© 2008–2012 Jouni Smed

End-user
Affordance
• interface design: opportunities for action
made available by an object or interface

• interface “cries out” for the action to be
taken

© 2008–2012 Jouni Smed

(Mateas, 2002)
Choice problem
• how to choose from a large amount of
possible actions?

© 2008–2012 Jouni Smed

(Szilas, 2004)
Interface mapping function
• P: physically possible
actions

f

L

• L: logically (in the
story) possible
actions

‣ real affordances
© 2008–2012 Jouni Smed

P

‣ perceived affordances
Interface mapping function
(cont’d)
• total

‣ non-surjective: filtering
interface
‣ non-injective: redundant
interface
‣ bijective: direct interface
‣ free interface: free
interface

© 2008–2012 Jouni Smed

• partial
Anticipation of an action
• author’s activity: plan the user’s inferences
• stability: P and L should remain stable
• surprise: counters stability
‣ new possibility should remain in the selection
‣ addition in slow pace
‣ freeze or fill in the time
‣ semi-autonomy
‣ ellipsis

© 2008–2012 Jouni Smed

• duration of interaction
User-centred actions
• ethical consistency
• motivational consistency
• relevance (history)
• cognitive load (opens/closes narrative
processes)
conflict)

(Szilas et al., 2007)

© 2008–2012 Jouni Smed

• conflict (exhibits or pushes towards a
Inferring player states
• inferring player’s knowledge
• inferring player’s preferences
• inferring player’s goals

© 2008–2012 Jouni Smed

(Thue et al., 2008)
The role of the end-user?
• users probably do not want to be tragic or
comic heroes

• many users do not even want to be actors
but marginally involved observers or
confidantes

(Ryan, 2008)

© 2008–2012 Jouni Smed

‣ a peripheral character affecting the world and
observing the outcome (i.e. agent and spectator)
Robin Laws: Seven player
types
1. power gamer: new abilities and equipment
2. butt-kicker: fight!
3. tactician: thinking ahead
4. specialist: sticks with his favourite character

6. storyteller: plot threads
7. casual gamer: in the background

© 2008–2012 Jouni Smed

5. method actor: want to test his personal
traits
© 2008–2012 Jouni Smed

Author
Author
• authoring = delivering content for
somebody else’s experience

• author defines

(Spierling, 2009; Spierling & Szilas, 2009)

© 2008–2012 Jouni Smed

‣ actions
‣ states
‣ events
A contract with the author
• there is a reason why the author is leading
you through the story

• how does that work in an interactive story?

© 2008–2012 Jouni Smed

(Perlin, 2005)
Narrative paradox and
authoring

• the author cannot expect the user to make

the right decision at the right moment or in
the right place

• author’s role is to write interesting

characters and rely on their ability to
interact with one another
user’s inner state

(Louchart & Aylett, 2005)

© 2008–2012 Jouni Smed

• author must be extremely attentive to the
Second person insight
• the ability to think in terms how the
expression will be perceived by the
audience

© 2008–2012 Jouni Smed

(Crawford, 2005)
Authoring challenges
• authored content depends on the run-time
system architecture

• the increase in the amount of content
• not a single author task

© 2008–2012 Jouni Smed

(Aylett et al., 2011)
Problems
• finding IS authors

‣ reluctance to reduce human affairs into logical
models

• abstraction

‣ writing must be at the level of story-related
abstract structures
‣ e.g., XML, Excel

• algorithm-centered story design

© 2008–2012 Jouni Smed

• formatted and constrained writing
Problems (cont’d)
• the potential of engines underused

‣ reduction to linear or branching structure
‣ no inspiring examples, lack of prototypes

• authoring and programming intersecting
(Spierling, 2009; Spierling & Szilas, 2009)

© 2008–2012 Jouni Smed

‣ storyworld and engine have a blurry line
‣ immaturity of the medium
Boundaries of authoring
end-user

interaction

author

storyworld

IS
artefact

IS
experience

developer

(Spierling & Szilas, 2009)

© 2008–2012 Jouni Smed

runtime engine
Principles of design
• main characters

‣ limit the number
‣ give clear relationships to one another within a
dramatic situation

• character definitions
• parallel characters

‣ draw clear contrasts (e.g., rivals, friends, enemies)

© 2008–2012 Jouni Smed

‣ along the spectrum based on the value system
central to the story
Principles of design
(cont’d)
• characters as foils for one another
‣ emphasize similarities and differences

• narrative events

(Murray, 2011)

© 2008–2012 Jouni Smed

‣ combine functions of an overarching frame story
‣ create coherent nested sequences
Potential influence
abstract
storyworld

action selection

action and
behaviour
models
(Spierling, 2009)

© 2008–2012 Jouni Smed

staging /
shape of
events
(representation)

narrative discourse / sequence of events
Models of actions, states
and events
1.possibility for action
2.actualization
3.result of the action

• von Wright: logic of

3.state without the
action

• AI planning
1.pre-condition
2.action
3.post-condition

(Spierling, 2009)

action

1.intial state
2.end state after action

© 2008–2012 Jouni Smed

•

Bremond:
elementary
sequence
Creative process of the
author
• debugging

‣ altering and adapting the story content to match
the authorial intent

• co-creation

(Swartjes & Theune, 2009)

© 2008–2012 Jouni Smed

‣ embracing the possible stories and letting it
change the original authorial intent
Authoring types
• content authoring

‣ which instances of story elements are in the
domain?
‣ which actions, goals etc. may occur?

• process authoring

(Swartjes & Theune, 2009)

© 2008–2012 Jouni Smed

‣ how do the element connect causally?
‣ when do the elements occur?
Iterative authoring
1. idea generation
‣ get inspired
‣ find flaws

‣ feel out the
storyscape
‣ detect surprising
behaviour

2. implementation
‣ add new content
and processes
‣ constrain the
domain
(Swartjes & Theune, 2009)

© 2008–2012 Jouni Smed

3. simulation
Principles of delayed
authoring

• AI in an IDS system is a decision-making
proxy for the interactive story’s authors

• delay story decisions made online:

maximize the chance of new player
information
authoring process: it is better informed by
inferred player information?
(Thue et al., 2008)

© 2008–2012 Jouni Smed

• a story decision arising during the
Authoring in emergent
narrative
• interactive story

‣ who tells?
‣ to whom?
‣ what is the story?

(Louchart et al., 2008)

© 2008–2012 Jouni Smed

• sender, receiver, message
Sender and message
• sender

‣ narratorship shared between the system and the
interactor

• message

© 2008–2012 Jouni Smed

‣ the interactor can construct their own message
Receiver
• the notion of agency
• not necessary to predict the consequences
of an action

• interactor can make choices they would

• willingness to play within the role and its
constraints

© 2008–2012 Jouni Smed

not do in real life (even if they know the
consequences)
Landscape of possible
stories
• point: possible state
• climbing hill: moving towards dramatic
necessity (i.e., flying wedge)

• valley: offers potential mountains

© 2008–2012 Jouni Smed

(Louchart et al., 2008)
Design suggestions (1)3
• justify the existing boundaries

© 2008–2012 Jouni Smed

‣ spatial
‣ contextual
‣ interaction
Design suggestions (2)3
• critical mass for emergence

‣ density: how well the authored content serves to
create different paths
‣ added content

© 2008–2012 Jouni Smed

- new possibilities
- widens the boundaries and reduces density
Design suggestions (3)3
• dead ends

‣ narrative end = lack of content
‣ continuing process involving finding dead ends
and resolving by adding new content

© 2008–2012 Jouni Smed

(Louchart et al., 2008)
Process of authoring
• modelling a dramatic abstraction of reality

‣ how the characters behave (not how people are
behaving in reality)

• modelling implies complexity reduction
‣ too much generalization can lead to
uninteresting stories

plot

(Louchart et al., 2008)

© 2008–2012 Jouni Smed

• author should not think in the terms of
• Improv: scripts
• Hap/ABL: hierarchy of goals
• FSMs/hierarchical FSMs
• Motion Factory: graphical editors
• Softimage
• Virtools: flow charts
• BEcool: oriented graphs

(Szilas, 2007)

© 2008–2012 Jouni Smed

Authoring tools and
methods
What does an author
want?
• testing

‣ debugging
‣ parameter tweaking
‣ replaying

‣ but what is actually the author’s role in
interactive storytelling?

© 2008–2012 Jouni Smed

• feedback from the users
• artistic control
© 2008–2012 Jouni Smed

Systems
General scheme of an IS
software
1. reasoning (decision-making, planning)
2. behaviour
3. animation (triggered by behaviour)
© 2008–2012 Jouni Smed

(Szilas, 2007)
Four-level story engine
1. story engine (flow of the story)
‣ narrative function the next scene should fulfil;
gets story acts

2. scene action engine (play scene using a
narrative function)

4. actor avatar engine
(Spierling et al., 2002)

© 2008–2012 Jouni Smed

3. character conversation engine (sends stage
directions)
Four-level story engine
(cont’d)
axis: predefined – autonomous
1. strict – dynamically chosen scene
2. predefined scripts – generated scripts
3. dialogue – intelligent agent
4. stored animations – adapted animations
© 2008–2012 Jouni Smed

•
• CrossTalk
• Façade
• Interactive Drama Engine
• Makebelieve
• SAGA
• Storytron
• Virtual Storyteller

© 2008–2012 Jouni Smed

Reviewed systems
CrossTalk
• interaction triangle: three screens
‣ virtual exhibition hostess
‣ changeable virtual exhibition visitors
‣ touch screen for the user’s choices

© 2008–2012 Jouni Smed

(Klesen et al., 2003)
Narrative structure vs.
story content
1. scene flow definition
2. scene content creation

© 2008–2012 Jouni Smed

‣ author’s scripts
‣ automatic dialogue generation
SceneManager
• scene

‣ pieces of user-edited dialogue
‣ coherent and closed unit wrt. message, agent
characterization or punchline

• compound scene = linked atomic scenes
• scene group = set of equivalent atomic
• scene flow: narrative structure linking the
scenes

© 2008–2012 Jouni Smed

scenes
SceneManager (cont’d)
• scene node

‣ prescribed
‣ customically created
‣ interrupt
‣ conditional
‣ probabilistic

© 2008–2012 Jouni Smed

• scene transition
SceneManager (cont’d)
• user input

© 2008–2012 Jouni Smed

‣ request and wait
‣ time-out events
‣ interrupt (seamless interaction)
‣ concurrent event handling (affect long-term
behaviour)
Dialogue strategies: plan
operators

© 2008–2012 Jouni Smed

• context: goal and precondition
• dialogue content
• characters: role & personality
• role & meta-role (trick for immersion)
Façade
• story set-up

‣ player takes the role of a close friend of Trip and
Grace, a couple whose relationship is in trouble
‣ events takes place at Trip’s and Grace’s home
where the player is invited to have a cocktail
‣ moving and interacting in a 3D environment
‣ typing in utterances

(Mateas, 2002; Mateas & Stern, 2004)

© 2008–2012 Jouni Smed

• player’s control
System structure
• story comprises dozen carefully scripted
interactive narrative scenelets

• time is discretized into beats

‣ the smallest unit of a value change (i.e. an action–
reaction pair)

the relatively linear set pieces

© 2008–2012 Jouni Smed

• techniques to steer the narrative towards
Broad-and-shallow
approach
• idea inherited from the Oz project

‣ broad: all necessary features have an
implementation
‣ shallow: some features could have been
performed better

necessary intelligently, in a wide range of
situations

© 2008–2012 Jouni Smed

• characters can act believably, but not
Surface-text processing

1. map surface text into discourse acts

© 2008–2012 Jouni Smed

2. map discourse acts into character
responses
Discourse acts
negative
exclamation

• express of
emotion

• unsure or
indecisive

• thank
• greet

• ally/oppose
character

• don’t

understand

• apologise
• praise/criticize
• flirt
• pacify
• explain

• advice
• refer to
• ask to share
intimate
thoughts

• say goodbye
• miscellaneous
discourse act

• can’t

understand

© 2008–2012 Jouni Smed

• agree/disagree
• positive/
Interactive Drama Engine
• prototype system

‣ non-linear narrative
‣ 3D characters
‣ graphical user-interface
© 2008–2012 Jouni Smed

(Szilas et al., 2007)
IDE architecture
Narrative engine
Narrative
structure

Action
generation

Action
selection

Behavioural engine

Narrative
GUI

Game engine

Player

© 2008–2012 Jouni Smed

Text
generation
Makebelieve
• virtual guide system, which uses
‣ Jess/CLIPS reasoning system
‣ OpenMind common sense data
‣ Unreal Tournament engine

© 2008–2012 Jouni Smed

(Ibanez et al., 2003)
Story element
• name
• type of event
• location
• attributes (nature of

• special environment

• basic concepts

• subject: of the fact
• object: of the fact

(defined in
knowledge base)

• date

• granularity: ‘size’
• effects: caused by
this

© 2008–2012 Jouni Smed

the element)

condition
Method
1. initial situation; input
2. select a story element
3. add related story elements (causation)
4. translate according to the guide’s attitude
5. consider common sense rules
7. generate storyboard

© 2008–2012 Jouni Smed

6. extend story with common sense
SAGA
• no predefined story
• users interacting with autonomous

character collaboratively play the role of
the author

• director: guide the accomplishment of a

(Machado et al., 2004)

© 2008–2012 Jouni Smed

meaningful story
SAGA system
• based on Propp’s narrative morphology
• story definition
‣ initial story situation
‣ variable story schema

goals → plan → hierarchy of goals and
actions

© 2008–2012 Jouni Smed

• function → plot point → set of generic
Director agent
1. update situation
2. conflict? → select a new episode
3. current plot point achieved? → select the
next plot point
5. new story element introduction needed?

© 2008–2012 Jouni Smed

4. reflection event needed?
Storytron
• components

‣ authoring tool SWAT
‣ storyworld library

• launched 2006; discontinued 2011
• originally developed under the name
(Crawford, 2005)

© 2008–2012 Jouni Smed

Erasmatron
Virtual Storyteller
• multi-agent framework

(Theune et al., 2004;
Swartjes & Theune, 2006)

© 2008–2012 Jouni Smed

‣ plot generation
‣ natural language generation
‣ presentation by an embodied agent
Plot generation
• select “episodic script” from a database
‣ setting: location, characters,objects
‣ goals
‣ constraints

before carrying out a plan

© 2008–2012 Jouni Smed

• character asks the director’s permission
Plot generation (cont’d)
• within episode characters are free to choose
action

© 2008–2012 Jouni Smed

‣ subjected to probabilistic emotions (OCC-model)
‣ example: 90% fear means 0.9 probability of choosing a
cowardly action
General transition model
(GTN)
‣ G – goal
‣ A – action
‣ O – outcome
‣ E – event
‣ P – perception
‣ IE – internal event

• causal relationships

‣ φ – physical
causality
‣ m – motivation
‣ ψ – psychological
causality
‣ e – enablement
© 2008–2012 Jouni Smed

• elements
GTN (cont’d)
ψ
IE

φ/e

E

φ

P

ψ

m

G

ψ

m/e
m

A

φ
φ/e

ψ

O
© 2008–2012 Jouni Smed

ψ

ψ
Decision-making in
interactive storytelling

• six general properties of story events

• cf. the six questions in journalism

‣ who? what? when? where? why? how?

© 2008–2012 Jouni Smed

‣ idea: what is the occurring action
‣ actors: who or what is acting or being acted upon
‣ time: when does the action occur
‣ place: where does the action occur
‣ actions: what changes
‣ reasons: why does the action occur

(Thue et al., 2008)
Story decisions and design
decisions
story decision

property

design decision

idea

what should happen?

result

what was decided?

actors

who should be involved?

chooser

who made the decision?

time

when should it happen

time

when was the decision made?

place

where should it happen?

—

—

actions

how should it happen?

method

how was the decision made?

reasons

why should the actors act?

justification

why was the decision made in
that way?

© 2008–2012 Jouni Smed

property
Story decision properties
for Façade
chooser

time

method

justification

idea

author

offline

imagination

no restrictions

actors

author

offline

imagination

no restrictions
follow dramatic
principle / respond to
player

player & author

online & offline

place

author

offline

imagination

no restrictions

actions

player & author

online & offline

interruptible
scripts

allow player
interactions

reasons

author

offline

imagination

no restrictions

© 2008–2012 Jouni Smed

time

tension arc /
player interest
© 2008–2012 Jouni Smed

Discussion and
conclusion
Adaptation for interactive
stories
media

• adaptation types
‣ scissors adaptation
‣ distilled adaptation
‣ expanded adaptation
‣ straight adaptation
‣ wild adaptation

• adaptation in

interactive
storytelling:
expanded or wild
‣ formalize the story
into an abstract form
‣ make a creative
interpretation and
adaptation
(Spierling & Hoffmann, 2010)

© 2008–2012 Jouni Smed

• translation between
Multiuser interactive
storytelling

• multiple users in application means handling
conflicts

‣ intervowen stories that consistent, responsive
and compelling
‣ solving the too-many-heroes problem
‣ maintaining persistency
‣ preventing cheating

(Smed, 2011)

© 2008–2012 Jouni Smed

• challenges
Too many heroes
• how to guarantee dramatically compelling
story to everyone?

• each human-controlled character needs a

‣ each new brings along extras
‣ limit the number of human-controlled characters

© 2008–2012 Jouni Smed

group of computer-controlled characters to
support them
Persistency
• how do we handle players entering and
leaving at any time?

‣ user’s character vanishes from the storyworld
‣ user’s character becomes a computer-controlled
character
‣ user can give tactical level instruction to
character to follow during the absence

© 2008–2012 Jouni Smed

• when the user leaves the storyworld
Cheating
• every action within the storyworld should
be valid

• limitations exist

‣ e.g. zombie attack and “I’ve been shot” in Façade
‣ is collusion cheating in an interactive story?

© 2008–2012 Jouni Smed

• how about multiple users?
Motivations for rereading
interactive stories 1(3)
• making sense of things

‣ new fragments to be reconciled into the overall
understanding of the story

• finding out more

• trying out “what-if” scenarios

‣ different choices can lead to different outcomes

© 2008–2012 Jouni Smed

‣ there is more to the story than can be seen on
the surface
Motivations for rereading
interactive stories 2(3)
• seeing things from a different perspective
‣ radical revision of

- player’s model of the storyworld
- character’s personality and motivation
- causal connections

‣ process of looking for an interpretation of the
text

© 2008–2012 Jouni Smed

• looking for a deeper meaning
Motivations for rereading
interactive stories 3(3)
• reflecting on the techniques used

‣ appreciating or critiquing the ways in which the
text achieves its effects

• figuring out how the system works

(Mitchell, 2010)

© 2008–2012 Jouni Smed

‣ what is the underlying role system
Dramatis Personæ
1986–2002
Brenda Laurel

Michael Mateas
Andrew Stern

Chris Crawford

Janet Murray
© 2008–2012 Jouni Smed

Joseph Bates
Dramatis Personæ
2003–
Stefan Göbel
Ruth Aylett
Sandy Louchart

Ulrike Spierling
Nicolas Szilas
Ivo Swartjes

Ana Paiva

Mariët Theune

© 2008–2012 Jouni Smed

Marc Cavazza
References
Ruth Aylett, "Narrative in virtual environments: Towards emergent narrative" in Papers from the 1999 AAAI Fall Symposium, Technical
report FS-99-01, AAAAI Press, pp. 83–86, 1999.
Ruth Aylett & Sandy Louchart, "Towards a narrative theory of virtual reality", Virtual Reality 7(1):2–9, 2003.
Ruth Aylett & Sandy Louchart, "Being there: Participants and spectator in interactive narrative", in Cavazza & Donikian (eds.) Virtual
Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture Notes in
Computer Science vol. 4871, pp. 117–128, 2007.
Ruth Aylett, Marco Vala, Pedro Sequeira & Ana Paiva, "FearNot! – An emergent narrative approach to virtual dramas for anti-bullying
education", in Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth
International Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp. 202–205, 2007.
Ruth Aylett, Sandy Louchart & Allan Weallans, “Research in interactive drama environments, role-play and story-telling”, in Si, Thue,
André, Lester, Tanenbaum & Zammitto (eds.) Interactive Storytelling: 4th International Conference on Interactive Digital Storytelling, ICIDS
2011, Lecture Notes in Computer Science vol. 7069, pp. 1–12, 2011.

Cyril Brom, Klára Pešková & Jiří Lukavský, "What does your actor remember? Towards characters with a full episodic memory", in
Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International
Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp. 89–101, 2007.

© 2008–2012 Jouni Smed

Selmer Bringsjord, "Is it possible to build dramatically compelling interactive digital entertainment?", Game Studies 1(1), 2001.
References (cont’d)
Marc Cavazza & David Pizzi, "Narratology for interactive storytelling: A critical introduction", in Göbel, Malkewitz and Iurgel (eds.)
Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Third International Conference,TIDSE 2006, Lecture Notes
in Computer Science vol. 4326, pp. 72–83, 2006.
Chris Crawford, On Interactive Storytelling, New Riders, Berkeley, CA, USA, 2005.
Chris Fairclough, Story Games and the OPIATE System, PhD thesis, University of Dublin, Trinity College, Dublin, Ireland, 2004.
Chris Fairclough & Pádraig Cunningham, "An interactive story engine", in O'Neill, Sutcliffe, Ryan, Eaton & Griffith (eds.) Proceedings of the
13th Irish International Conference on Artificial Intelligence and Cognitive Science, Lecture Notes in Artificial Intelligence vol 2464, pp. 171–
176, 2002.
Jesus Ibanez, Ruth Aylett & Rocio Ruiz-Rodarte,"Storytelling in virtual environments from a virtual guide perspective", Virtual Reality 7(1):
30–42, 2003.
Martin Klesen, Michael Kipp, Patrick Gebhard & Thomas Rist, "Staging exhibitions: methods and tools for modelling narrative structure
to produce interactive performances with virtual actors", Virtual Reality 7(1):17–29, 2003.

Brenda Laurel, Computers as Theatre, Addison-Wesley, Reading, MA, USA, 1991.

© 2008–2012 Jouni Smed

Hartmut Koenitz, “Towards a theoretical framework for interactive digital narrative”, in Aylett, Lim, Louchart, Petta & Riedl (eds.)
Interactive Storytelling: 3rd Joint Conference on Interactive Digital Storytelling, ICIDS 2010, Lecture Notes in Computer Science vol. 6432, pp.
176–185, 2010.
References (cont’d)
Sandy Louchart and Ruth Aylett, "Managing a non-linear scenario – a narrative evolution", in Subsol (ed.) Virtual Storytelling. Using Virtual
Reality Technologies for Storytelling. Proceedings of the Third International Conference,VS 2005, Lecture Notes in Computer Science vol. 3805,
pp. 148–157, 2005.
Sandy Louchart, Ivo Swartjes, Michael Kriegel & Ruth Aylett, "Purposeful authoring for emergent narrative", in Spierling & Szilas (eds.)
Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science vol. 5334, pp.
273–284, 2008.
Isabel Machado, Paul Brna & Ana Paiva, "1, 2, 3... action! Directing real actors and virtual characters", in Göbel, Spierling, Hoffman, Iurgel,
Schneider, Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Second International
Conference,TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 36–41, 2004.
Michael Mateas, Interactive Drama, Art and Artificial Intelligence, PhD thesis, Carnegie Mellon University, Pittsburgh, PA, USA, 2002.
Michael Mateas & Andrew Stern, "Natural language understanding in Façade: Surface-text processing", in Göbel, Spierling, Hoffman,
Iurgel, Schneider, Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Second
International Conference,TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 3–13, 2004.

Janet Murray, Hamlet on the Holodeck, MIT Press, Cambridge, MA, USA, 1997.

© 2008–2012 Jouni Smed

Alex Mitchell, “Motivations for rereading in interactive stories: a preliminary investigation”, in Aylett, Lim, Louchart, Petta & Riedl (eds.)
Interactive Storytelling: 3rd Joint Conference on Interactive Digital Storytelling, ICIDS 2010, Lecture Notes in Computer Science vol. 6432, pp.
232–235, 2010.
References (cont’d)
Janet Murray, “Why Paris needs Hector and Lancelot needs Mordred: Using traditional narrative roles and functions for dramatic
compression in interactive narrative”, in Si, Thue, André, Lester, Tanenbaum & Zammitto (eds.) Interactive Storytelling: 4th International
Conference on Interactive Digital Storytelling, ICIDS 2011, Lecture Notes in Computer Science vol. 7069, pp. 13–24, 2011.
Federico Peinado & Pablo Gervás, "Automatic direction of interactive storytelling: formalizing the game master paradigm", in Cavazza &
Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS
2007, Lecture Notes in Computer Science vol. 4871, pp. 196–201, 2007.
Ken Perlin, "Toward interactive narrative", in Subsol (ed.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of
the Third International Conference,VS 2005, Lecture Notes in Computer Science vol. 3805, pp. 135–147, 2005.
Vladimir Propp, Morphology of the Folktale, University of Texas Press, Austin, TX, USA, 1968.
Mark O. Riedl, Narrative Generation: Balancing Plot and Character, PhD thesis, North Carolina State University, Raleigh, NC, USA, 2004.
Marie-Laure Ryan, "Interactive narrative, plot types, and interpersonal relations", in Spierling & Szilas (eds.) Interactive Storytelling. First
Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science vol. 5334, pp. 6–13, 2008.

Jouni Smed, “Once upon a time: The convergence of interactive storytelling and computer games”, in Cruz-Cunha, Carvalho & Tavares
(eds.) Business,Technological and Social Dimensions of Computer Games: Multidisciplinary Developments, Information Science Reference,
Hershey, PA, USA, pp. 115–123, 2011.

© 2008–2012 Jouni Smed

Stéphane Sanchez, Olivier Balet, Hervé Luga & Yves Duthen,"Autonomous virtual actors", in Göbel, Spierling, Hoffman, Iurgel, Schneider,
Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Second International Conference,
TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 68–78, 2004.
References (cont’d)
Ulrike Spierling, "Editorial: Digital storytelling", Computers & Graphics 26(1):1–2, 2002.
Ulrike Spierling, Dieter Grasbon, Norbert Braun & Ido Iurgel, "Setting the scene: playing digital director in interactive storytelling and
creation", Computers & Graphics 26(1):31–44, 2002.
Ulrike Spierling, "Adding aspects of 'implicit creation'' to the authoring process in interactive stories", in Cavazza & Donikian (eds.)
Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture
Notes in Computer Science vol. 4871, pp. 13–25, 2007.
Ulrike Spierling, "Conceiving interactive story events", in Iurgel, Zagalo & Petta (eds.) Interactive Storytelling. Second Joint International
Conference of Interactive Digital Storytelling, ICIDS 2009, Lecture Notes in Computer Science vol. 5915, pp. 292–297, 2009.
Ulrike Spierling & Nicolas Szilas, "Authoring issues beyond tools", in Iurgel, Zagalo & Petta (eds.) Interactive Storytelling. Second Joint
International Conference of Interactive Digital Storytelling, ICIDS 2009, Lecture Notes in Computer Science vol. 5915, pp. 50–61, 2009.
Ulrike Spierling & Steve Hoffmann, “Exploring narrative interpretation and adaptation for interactive story creation”, in Aylett, Lim,
Louchart, Petta & Riedl (eds.) Interactive Storytelling: 3rd Joint Conference on Interactive Digital Storytelling, ICIDS 2010, Lecture Notes in
Computer Science vol. 6432, pp. 50–61, 2010.

Ivo Swartjes & Mariët Theune, "A fabula model for emergent narrative", in Göbel, Malkewitz and Iurgel (eds.) Technologies for Interactive
Digital Storytelling and Entertainment. Proceedings of the Third International Conference,TIDSE 2006, Lecture Notes in Computer Science vol.
4326, pp. 49–60, 2006.

© 2008–2012 Jouni Smed

Andrew Stern, "Embracing the combinatorial explosion: A brief prescription for interactive story R&D", in Spierling & Szilas (eds.)
Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science vol. 5334, pp.
1–5, 2008.
References (cont’d)
Ivo Swartjes, Edze Kruizinga & Mariët Theune, "Let’s pretend I had a sword: Late commitment in emergent narrative", in Spierling &
Szilas (eds.) Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science
vol. 5334, pp. 230–241, 2008.
Ivo Swartjes & Mariët Theune, "Iterative authoring using story generation feedback: Debugging or co-creation?", in Iurgel, Zagalo & Petta
(eds.) Interactive Storytelling. Second Joint International Conference of Interactive Digital Storytelling, ICIDS 2009, Lecture Notes in Computer
Science vol. 5915, pp. 62–73, 2009.
Nicolas Szilas, "Stepping into the interactive drama", in Göbel, Spierling, Hoffman, Iurgel, Schneider, Dechau and Feix (eds.) Technologies
for Interactive Digital Storytelling and Entertainment. Proceedings of the Second International Conference,TIDSE 2004, Lecture Notes in
Computer Science vol. 3105, pp. 14–25, 2004.
Nicolas Szilas, "BEcool: Towards author friendly behaviour engine", in Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality
Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp.
102–113, 2007.
Nicolas Szilas, Jason Barles & Manolya Kavakli, "An implementation of real-time 3D interactive drama", Computers in Entertainment 5(1):
5, 2007.

David Thue,Vadim Bulitko & Marcia Spetch, "Making stories player-specific: delayed authoring in interactive storytelling", in Spierling &
Szilas (eds.) Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science
vol. 5334, pp. 230–241, 2008.

© 2008–2012 Jouni Smed

Mariët Theune, Sander Rensen, Rieks op den Akker, Dirk Heylen & Anton Nijholt, "Emotional characters for automatic plot creation", in
Göbel, Spierling, Hoffman, Iurgel, Schneider, Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment.
Proceedings of the Second International Conference,TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 95–100, 2004.

Contenu connexe

Tendances

Understanding dialogue and dialogue tags
Understanding dialogue and dialogue tagsUnderstanding dialogue and dialogue tags
Understanding dialogue and dialogue tagsDonna DM Yates
 
The history of ux by bara' harb
The history of ux by bara' harb The history of ux by bara' harb
The history of ux by bara' harb BaraaHarb
 
CREATIVE WRITING: Dialogue ppt
CREATIVE WRITING: Dialogue pptCREATIVE WRITING: Dialogue ppt
CREATIVE WRITING: Dialogue pptSreedhevi Iyer
 
Introduction to Design (Yearbook Class)
Introduction to Design (Yearbook Class)Introduction to Design (Yearbook Class)
Introduction to Design (Yearbook Class)Sam Georgi
 
Digital Sketchnotes for Visualizing Learning
Digital Sketchnotes for Visualizing LearningDigital Sketchnotes for Visualizing Learning
Digital Sketchnotes for Visualizing LearningKaren Bosch
 
Are You An User Experience Designer
Are You An User Experience DesignerAre You An User Experience Designer
Are You An User Experience DesignerVinay Mohanty
 
4. theory of visual rhetoric
4. theory of visual rhetoric4. theory of visual rhetoric
4. theory of visual rhetoricdunianyamaya
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: PerceptionMark Billinghurst
 
Creative Commons : Spectrum of Rights
Creative Commons : Spectrum of RightsCreative Commons : Spectrum of Rights
Creative Commons : Spectrum of RightsYann GEFFROTIN
 
Descriptive writing
Descriptive writingDescriptive writing
Descriptive writingImran Zakir
 
Copywriting for UX
Copywriting for UXCopywriting for UX
Copywriting for UXTalisa Chang
 
What is UX, in 10 Slides
What is UX, in 10 SlidesWhat is UX, in 10 Slides
What is UX, in 10 SlidesJordan Julien
 

Tendances (20)

Understanding dialogue and dialogue tags
Understanding dialogue and dialogue tagsUnderstanding dialogue and dialogue tags
Understanding dialogue and dialogue tags
 
5 Reasons Typography is Powerful
5 Reasons Typography is Powerful5 Reasons Typography is Powerful
5 Reasons Typography is Powerful
 
The history of ux by bara' harb
The history of ux by bara' harb The history of ux by bara' harb
The history of ux by bara' harb
 
Ux design
Ux designUx design
Ux design
 
CREATIVE WRITING: Dialogue ppt
CREATIVE WRITING: Dialogue pptCREATIVE WRITING: Dialogue ppt
CREATIVE WRITING: Dialogue ppt
 
Introduction to Design (Yearbook Class)
Introduction to Design (Yearbook Class)Introduction to Design (Yearbook Class)
Introduction to Design (Yearbook Class)
 
Digital Sketchnotes for Visualizing Learning
Digital Sketchnotes for Visualizing LearningDigital Sketchnotes for Visualizing Learning
Digital Sketchnotes for Visualizing Learning
 
Are You An User Experience Designer
Are You An User Experience DesignerAre You An User Experience Designer
Are You An User Experience Designer
 
UX Leadership
UX LeadershipUX Leadership
UX Leadership
 
Guida all'uso di Canva
Guida all'uso di CanvaGuida all'uso di Canva
Guida all'uso di Canva
 
Usability Testing
Usability TestingUsability Testing
Usability Testing
 
Design UX for AI
Design UX for AIDesign UX for AI
Design UX for AI
 
4. theory of visual rhetoric
4. theory of visual rhetoric4. theory of visual rhetoric
4. theory of visual rhetoric
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception
 
Basics of UX Research
Basics of UX ResearchBasics of UX Research
Basics of UX Research
 
Creative Commons : Spectrum of Rights
Creative Commons : Spectrum of RightsCreative Commons : Spectrum of Rights
Creative Commons : Spectrum of Rights
 
Descriptive writing
Descriptive writingDescriptive writing
Descriptive writing
 
Copywriting for UX
Copywriting for UXCopywriting for UX
Copywriting for UX
 
Visual language
Visual language Visual language
Visual language
 
What is UX, in 10 Slides
What is UX, in 10 SlidesWhat is UX, in 10 Slides
What is UX, in 10 Slides
 

En vedette

Six Pattern of Interactive Storytelling
Six Pattern of Interactive StorytellingSix Pattern of Interactive Storytelling
Six Pattern of Interactive StorytellingChristian Riedel
 
Maailmasta laskennalliseen malliin ja takaisin - Big History -kalvot 2012
Maailmasta laskennalliseen malliin ja takaisin - Big History -kalvot 2012Maailmasta laskennalliseen malliin ja takaisin - Big History -kalvot 2012
Maailmasta laskennalliseen malliin ja takaisin - Big History -kalvot 2012Jouni Smed
 
Ohjelmointikielet ja -paradigmat - kalvot 2014
Ohjelmointikielet ja -paradigmat - kalvot 2014Ohjelmointikielet ja -paradigmat - kalvot 2014
Ohjelmointikielet ja -paradigmat - kalvot 2014Jouni Smed
 
Digitaalisen äänenkäsittelyn perusteet - kalvot 2010
Digitaalisen äänenkäsittelyn perusteet - kalvot 2010Digitaalisen äänenkäsittelyn perusteet - kalvot 2010
Digitaalisen äänenkäsittelyn perusteet - kalvot 2010Jouni Smed
 
Multiplayer Computer Games - lecture slides 2013
Multiplayer Computer Games - lecture slides 2013Multiplayer Computer Games - lecture slides 2013
Multiplayer Computer Games - lecture slides 2013Jouni Smed
 
Alternate Reality Games
Alternate Reality GamesAlternate Reality Games
Alternate Reality GamesJouni Smed
 
Designing Object Oriented Software - lecture slides 2013
Designing Object Oriented Software - lecture slides 2013Designing Object Oriented Software - lecture slides 2013
Designing Object Oriented Software - lecture slides 2013Jouni Smed
 
Algorithms for Computer Games - lecture slides 2009
Algorithms for Computer Games - lecture slides 2009Algorithms for Computer Games - lecture slides 2009
Algorithms for Computer Games - lecture slides 2009Jouni Smed
 
Persuasive storytelling
Persuasive storytellingPersuasive storytelling
Persuasive storytellingAgencySparks
 
Strategic Storytelling
Strategic StorytellingStrategic Storytelling
Strategic StorytellingDaniel Goleman
 
Interactive Storytelling (CANCON 2012)
Interactive Storytelling (CANCON 2012)Interactive Storytelling (CANCON 2012)
Interactive Storytelling (CANCON 2012)Gail Carmichael
 
Interactive storytelling - Carolyn Miller
Interactive storytelling - Carolyn MillerInteractive storytelling - Carolyn Miller
Interactive storytelling - Carolyn MillerKreativeAsia
 
Interactive Storytelling
Interactive Storytelling Interactive Storytelling
Interactive Storytelling Paulina Tervo
 
Interactive storytelling
Interactive storytellingInteractive storytelling
Interactive storytellingSarah Nichols
 
SMED Hunt Activity
SMED Hunt ActivitySMED Hunt Activity
SMED Hunt ActivityTom Curtis
 
the shortest version of #MINDSHIFT
the shortest version of #MINDSHIFTthe shortest version of #MINDSHIFT
the shortest version of #MINDSHIFTFrits Oukes
 
Lean Quick Changeover (SMED) Training Module
Lean Quick Changeover (SMED) Training ModuleLean Quick Changeover (SMED) Training Module
Lean Quick Changeover (SMED) Training ModuleFrank-G. Adler
 
PresentacióN S.M.E.D
PresentacióN S.M.E.DPresentacióN S.M.E.D
PresentacióN S.M.E.DBieito.o
 

En vedette (20)

Six Pattern of Interactive Storytelling
Six Pattern of Interactive StorytellingSix Pattern of Interactive Storytelling
Six Pattern of Interactive Storytelling
 
Maailmasta laskennalliseen malliin ja takaisin - Big History -kalvot 2012
Maailmasta laskennalliseen malliin ja takaisin - Big History -kalvot 2012Maailmasta laskennalliseen malliin ja takaisin - Big History -kalvot 2012
Maailmasta laskennalliseen malliin ja takaisin - Big History -kalvot 2012
 
Ohjelmointikielet ja -paradigmat - kalvot 2014
Ohjelmointikielet ja -paradigmat - kalvot 2014Ohjelmointikielet ja -paradigmat - kalvot 2014
Ohjelmointikielet ja -paradigmat - kalvot 2014
 
Digitaalisen äänenkäsittelyn perusteet - kalvot 2010
Digitaalisen äänenkäsittelyn perusteet - kalvot 2010Digitaalisen äänenkäsittelyn perusteet - kalvot 2010
Digitaalisen äänenkäsittelyn perusteet - kalvot 2010
 
Multiplayer Computer Games - lecture slides 2013
Multiplayer Computer Games - lecture slides 2013Multiplayer Computer Games - lecture slides 2013
Multiplayer Computer Games - lecture slides 2013
 
Alternate Reality Games
Alternate Reality GamesAlternate Reality Games
Alternate Reality Games
 
Designing Object Oriented Software - lecture slides 2013
Designing Object Oriented Software - lecture slides 2013Designing Object Oriented Software - lecture slides 2013
Designing Object Oriented Software - lecture slides 2013
 
Algorithms for Computer Games - lecture slides 2009
Algorithms for Computer Games - lecture slides 2009Algorithms for Computer Games - lecture slides 2009
Algorithms for Computer Games - lecture slides 2009
 
Persuasive storytelling
Persuasive storytellingPersuasive storytelling
Persuasive storytelling
 
Strategic Storytelling
Strategic StorytellingStrategic Storytelling
Strategic Storytelling
 
Interactive Storytelling (CANCON 2012)
Interactive Storytelling (CANCON 2012)Interactive Storytelling (CANCON 2012)
Interactive Storytelling (CANCON 2012)
 
Interactive storytelling - Carolyn Miller
Interactive storytelling - Carolyn MillerInteractive storytelling - Carolyn Miller
Interactive storytelling - Carolyn Miller
 
Interactive Storytelling
Interactive Storytelling Interactive Storytelling
Interactive Storytelling
 
Interactive storytelling
Interactive storytellingInteractive storytelling
Interactive storytelling
 
SMED Hunt Activity
SMED Hunt ActivitySMED Hunt Activity
SMED Hunt Activity
 
the shortest version of #MINDSHIFT
the shortest version of #MINDSHIFTthe shortest version of #MINDSHIFT
the shortest version of #MINDSHIFT
 
SMED Kaizen Event
SMED Kaizen EventSMED Kaizen Event
SMED Kaizen Event
 
The SMED Method by CLT Services
The SMED Method by CLT ServicesThe SMED Method by CLT Services
The SMED Method by CLT Services
 
Lean Quick Changeover (SMED) Training Module
Lean Quick Changeover (SMED) Training ModuleLean Quick Changeover (SMED) Training Module
Lean Quick Changeover (SMED) Training Module
 
PresentacióN S.M.E.D
PresentacióN S.M.E.DPresentacióN S.M.E.D
PresentacióN S.M.E.D
 

Dernier

Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024The Digital Insurer
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAndrey Devyatkin
 
Manulife - Insurer Innovation Award 2024
Manulife - Insurer Innovation Award 2024Manulife - Insurer Innovation Award 2024
Manulife - Insurer Innovation Award 2024The Digital Insurer
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century educationjfdjdjcjdnsjd
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)Gabriella Davis
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingEdi Saputra
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...DianaGray10
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyKhushali Kathiriya
 
Deploy with confidence: VMware Cloud Foundation 5.1 on next gen Dell PowerEdg...
Deploy with confidence: VMware Cloud Foundation 5.1 on next gen Dell PowerEdg...Deploy with confidence: VMware Cloud Foundation 5.1 on next gen Dell PowerEdg...
Deploy with confidence: VMware Cloud Foundation 5.1 on next gen Dell PowerEdg...Principled Technologies
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfsudhanshuwaghmare1
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobeapidays
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonAnna Loughnan Colquhoun
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc
 
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdfUnderstanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdfUK Journal
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...Neo4j
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businesspanagenda
 
HTML Injection Attacks: Impact and Mitigation Strategies
HTML Injection Attacks: Impact and Mitigation StrategiesHTML Injection Attacks: Impact and Mitigation Strategies
HTML Injection Attacks: Impact and Mitigation StrategiesBoston Institute of Analytics
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024Rafal Los
 

Dernier (20)

Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of Terraform
 
Manulife - Insurer Innovation Award 2024
Manulife - Insurer Innovation Award 2024Manulife - Insurer Innovation Award 2024
Manulife - Insurer Innovation Award 2024
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century education
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : Uncertainty
 
Deploy with confidence: VMware Cloud Foundation 5.1 on next gen Dell PowerEdg...
Deploy with confidence: VMware Cloud Foundation 5.1 on next gen Dell PowerEdg...Deploy with confidence: VMware Cloud Foundation 5.1 on next gen Dell PowerEdg...
Deploy with confidence: VMware Cloud Foundation 5.1 on next gen Dell PowerEdg...
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdf
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
 
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdfUnderstanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire business
 
HTML Injection Attacks: Impact and Mitigation Strategies
HTML Injection Attacks: Impact and Mitigation StrategiesHTML Injection Attacks: Impact and Mitigation Strategies
HTML Injection Attacks: Impact and Mitigation Strategies
 
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024
 

Interactive Storytelling - lecture slides 2012

  • 1. Interactive Storytelling © 2008–2012 Jouni Smed Jouni Smed jouni.smed@utu.fi http://www.iki.fi/smed
  • 2. Course syllabus • objective: • credits: 5 cp. © 2008–2012 Jouni Smed ‣ to present the key concepts behind interactive storytelling ‣ to review the proposed and existing interactive storytelling systems
  • 3. Lectures • lecture times ‣ Tuesdays 10–12 a.m., lecture room λ (C1027) ‣ Wednesdays 10–12 a.m., lecture room β (B1032) ‣ no lectures: November 6, November 7, November 27, November 28 © 2008–2012 Jouni Smed • October 30 – December 5, 2012
  • 4. Assessment • assessment is based on both ‣ writing an essay and ‣ taking an examination © 2008–2012 Jouni Smed • you cannot pass the course without both!
  • 5. Examinations • electronic examination ‣ opens December 10, 2012 ‣ closes March 31, 2013 • you can take the examination at most three • for instructions and examination time reservations, see https://tenttis.utu.fi/ © 2008–2012 Jouni Smed (3) times
  • 6. Essay • an essay of 10–15 pages on a chosen topic (in English or in Finnish) ‣ topics and material are available in the course’s moodle page ‣ the essay has to follow the given style standard ‣ deadline: December 13, 2012 (Thursday) 2 p.m. ‣ papers returned after the deadline will not be graded! © 2008–2012 Jouni Smed • the essay is returned as a PDF file
  • 7. Essay (cont’d) • grades and possible teacher’s comments are announced privately through the course’s moodle page • all returned essays will be published in the ‣ grades or teacher’s comments are not made public © 2008–2012 Jouni Smed course’s moodle page in December 2012
  • 8. Quick walkthrough 3. Return the PDF version of the essay before December 13, 2012, 2 p.m. using the essay return page. 4. Check your essay grade in the course’s moodle page. 5. Schedule and take an electronic examination. © 2008–2012 Jouni Smed 1. Pick topics that interest you from the list of topics. 2. Write the essay.
  • 9. Grading • grading is based on 20 points ‣ the examination gives at maximum 10 points ‣ the essay gives at maximum 10 points • to pass the course you need more than 10 ‣ you cannot pass the course without both taking the examination and writing an essay! © 2008–2012 Jouni Smed points
  • 10. Grading (cont’d) • final grade: grade: 1 ‣ points: (12, 14] grade: 2 ‣ points: (14, 16] grade: 3 ‣ points: (16, 18] grade: 4 ‣ points: (18, 20] grade: 5 © 2008–2012 Jouni Smed ‣ points: (10, 12]
  • 11. Course homepage © 2008–2012 Jouni Smed http://bit.ly/intstory2012
  • 12. Contents 1. Introduction to interactive storytelling 2. Analysis of storytelling 3. Strategies for interactive storytelling 4. Characters 5. End-user 7. Systems 8. Discussion and conclusion © 2008–2012 Jouni Smed 6. Author
  • 13. © 2008–2012 Jouni Smed Introduction to interactive storytelling
  • 14. Interaction • “Reciprocal action; action or influence of persons or things on each other.” (Oxford English Dictionary) active agents in which each agent alternately listens, thinks and speaks” (Crawford, 2005) © 2008–2012 Jouni Smed • “a cyclic process between two or more
  • 15. Storytelling is about… • the reasons for actions (not actions) • people © 2008–2012 Jouni Smed (Spierling, 2002)
  • 16. Linear psychological narrative • psychological buy-in by the audience • willing suspension of disbelief © 2008–2012 Jouni Smed (Perlin, 2005)
  • 17. Typical features of storytelling • contingency: story time/space vs. real time/ space • narrative representation: the way of presentation generation process (Aylett & Louchart, 2003) © 2008–2012 Jouni Smed • presence: viewer sharing story time/space • interactivity: participation in story
  • 18. Comparison of different narrative forms Cinema Theatre Literature Virtual reality Contingency low medium low strong Narrative representation visual visual mental visual not physical physical Interactivity no no/yes no yes © 2008–2012 Jouni Smed Presence not physical not physical but immersive
  • 19. Models of user engagement • actual roles that users play in relation to the narrative experience (Aylett & Louchart, 2007) Examples none conventional audience non-participant control conventional authoring; film non-participant influence Forum Theatre; The Sims participant control points branching narrative freely participating characters LARP, emergent narrative © 2008–2012 Jouni Smed Degree of interactivity
  • 20. Examples of interactive storytelling • inventing and telling a story to an audience (e.g. children) • (live action) role-playing games • improvisational theatre (e.g. Forum • tour guiding • teaching © 2008–2012 Jouni Smed Theatre)
  • 21. Interactive digital storytelling • interactive digital storytelling application is © 2008–2012 Jouni Smed “designed for users (interactors) to take part in a concrete interactive experience, structured as a story represented in a computer” (Peinado & Gervás, 2007)
  • 23. Forms of interactive entertainment computer games interactive fiction hypertext fiction digital storytelling scriptwriting software role-playing games (RPGs) simulators narrative intelligence (Crawford, 2005) © 2008–2012 Jouni Smed • • • • • • • •
  • 24. Uses for interactive storytelling systems • art • entertainment ‣ computer games • education ‣ children ‣ information kiosks ‣ tour guides © 2008–2012 Jouni Smed • guidance
  • 25. Narrative thinking • fundamental structuring of the human experience • autobiographical memory holds stories about the self © 2008–2012 Jouni Smed (Aylett & Louchart, 2007)
  • 26. Narrative immersion • spatial: a sense of place and pleasure taken in exploring the story-world • temporal: a desire to know what will happen next (curiosity, surprise, suspense) • emotional: affective reactions to the story (Ryan, 2008) © 2008–2012 Jouni Smed and to the characters
  • 27. Conventional narrative constructed story presented story spectator experienced story © 2008–2012 Jouni Smed author
  • 28. Interactive narrative user experienced story characters external events author © 2008–2012 Jouni Smed generated story
  • 30. Degree of interactivity 1. speed ‣ fast turnaround 2. depth ‣ human-likeness ‣ functional significance ‣ perceived completeness (Crawford, 2005) © 2008–2012 Jouni Smed 3. choice
  • 31. How to interact with stories? 1. what would change? 2. what would stay the same? 3. how do we make such a thing? (Perlin, 2005) © 2008–2012 Jouni Smed 4. where is the artist/author located wrt. the observer/reader
  • 32. Problems for interactive drama 1. temporal management of actions: interesting narrative from the choices? 2. multimodal representation of character’s actions in a real-time 3D environment 4. authorability: artists should be able to express themselves (Szilas et al., 2007) © 2008–2012 Jouni Smed 3. interpreting player’s actions
  • 33. Challenges for story generation 1. themes ‣ betrayal, yearning, love, revenge etc. 2. story control ‣ the story must remain dramatically compelling 3. strong, autonomous characters ‣ characters’ reasonable reactions and beliefs (Bringsjord, 2001) © 2008–2012 Jouni Smed 4. personalization
  • 34. R&D challenges 1. agency ‣ primary feature offered to the players ‣ player has to be able to affect the plot directly 2. generation 3. interface ‣ expressive, multi-modal interface © 2008–2012 Jouni Smed ‣ real-time generation of content ‣ building blocks
  • 35. R&D challenges (cont’d) 4. connecting generation and interface ‣ planning and drama management 5. terminology (Stern, 2008) © 2008–2012 Jouni Smed ‣ young field still lacks proper terms ‣ e.g., ‘storytelling’ or ‘storymaking’
  • 36. Narrative paradox • “pre-authored plot structure conflicts with the freedom of action and interaction characteristics of the medium of real-time interactive graphical environment” © 2008–2012 Jouni Smed (Aylett & Louchart, 2007)
  • 37. © 2008–2012 Jouni Smed Analysis of storytelling
  • 38. Sources • Aristotle: Poetics (ca. • Vladimir Propp: • A.J. Greimas • Roland Barthes • Claude Bremond • Brenda Laurel: • Joseph Campbell: The • Janet Murray: Hamlet • Russian formalism (1916–1930s) Morphology of the Folktale (1928) Hero with a Thousand Faces (1949) Computers as Theatre (1991) on the Holodeck (1997) © 2008–2012 Jouni Smed 335 BCE)
  • 39. Aristotle: Poetics Thought Language Pattern Enactment © 2008–2012 Jouni Smed Material cause Character Inferred formal cause Action
  • 40. Aristotle: Narrative forms ‣ events represented through verbal narration (diegesis) ‣ focus on the exploits of a solitary hero ‣ story can be endlessly expanded ‣ motivations of the hero remain fairly simple • dramatic ‣ events represented through the imitation of action (mimesis) ‣ focus on the evolving networks of human relations ‣ action is mental rather than physical ‣ the dramatic arc © 2008–2012 Jouni Smed • epic
  • 41. a) exposition b) inciting incident c) rising action d) crisis e) climax f) falling action g) dénouement complication e d c a b f g time © 2008–2012 Jouni Smed The dramatic arc
  • 42. Third narrative form: Epistemic narrative • emerged in the 19th century • superposition of two stories ‣ events that took place in the past ‣ an investigation that leads to their discovery • driven by the desire to know (e.g. mystery (Ryan, 2008) © 2008–2012 Jouni Smed story)
  • 43. Interactivity and narrative forms ‣ accomplishement of a mission ‣ used in many games • epistemic ‣ player as a detective ‣ author-defined story – variable story ‣ elucidation of the mystery until the solution is found • dramatic ‣ most difficult to implement ‣ goals of characters evolve together with their relations ‣ requires constant redefinition ‣ simulation of human reasoning (Ryan, 2008) © 2008–2012 Jouni Smed • epic
  • 44. Russian formalism: Model of narrative 1. Fabula ‣ logically and chronologically related series of events caused/experienced by the characters in the storyworld 2. Sjužet 3. Media/text ‣ the surface of the story expressed in language signs © 2008–2012 Jouni Smed ‣ the finished arrangement (i.e. the plot, сюжет) of the narrated events as they are presented to the reader
  • 45. Vladimir Propp: Morphology of the Folktale ‣ “act of a character defined from the point-ofview of its significance for the course of action” ‣ independent from the character who performs it © 2008–2012 Jouni Smed • analysis of Russian folktales • 31 narrative units (i.e. narratemes) • character function
  • 46. Narratemes and spheres • introduction ‣ βγδεζηθ • the body of the story ‣ ABC↑ • the donor sequence • the hero’s return ‣ ↓PrRsoLMNQExTUW © 2008–2012 Jouni Smed ‣ DEFGHJIK
  • 47. α – initial situation ↑ – departure ↓ – return β – absentation D – the first function of the donor Pr – pursuit, chase E – hero’s reaction o – unrecognized arrival δ – violation ε – reconnaissance ζ – delivery η – trickery θ – complicity A – villainy F – provision or receipt of a magical agent G – spatial transference between two kingdoms, guidance B – mediation, the connective incident H – struggle C – beginning counteraction I – victory J – branding, marking K – resolution Rs – rescue L – unfounded claims M – difficult task N – solution Q – recognition Ex – exposure T – transfiguration U – punishment W – wedding © 2008–2012 Jouni Smed γ – interdiction
  • 48. Example sequences ‣ δηθ – the villain succeeds in deceiving the victim ‣ DE – the hero is tested to get a magical agent ‣ HJ – the hero fights and gets injured ‣ ↓oLQEx – the hero returns but a false hero has taken his place; the hero is recognized and the false hero is exposed © 2008–2012 Jouni Smed ‣ ↓oMNQ – the hero returns but is not recognized until he passes a test
  • 49. Example tale • A tsar, three daughters (α). The daughters • αβδABC↑H-IK↓W © 2008–2012 Jouni Smed go walking (β), overstay in the garden (δ). A dragon kidnaps them (A). A call for aid (B). Quest of three heroes (C↑). Three battles with the dragon (H-I), rescue of the maidens (K). Return (↓), reward (W)
  • 50. • Villain • Donor • Helper • Princess (and her father) • Dispatcher • Hero • False hero © 2008–2012 Jouni Smed Character roles
  • 51. Moves • list of functions that make a subsection of ‣ one move follows directly another ‣ new move begins before the end of old move ‣ second move is interrupted by a third move ‣ two villainies occur at once ‣ two moves have a common ending ‣ two protagonists part at a road marker with an exchange of signalling objects © 2008–2012 Jouni Smed the story (usually ending on F, K, Rs or W)
  • 52. Joseph Campbell: The Hero with a Thousand Faces • monomyth (i.e. the hero’s journey) ‣ common pattern with strong reference symbols • symbolic representation of the passage ‣ departure ‣ initiation ‣ return © 2008–2012 Jouni Smed from childhood to adulthood
  • 53. Separation Innocent world of childhood Freedom to live Master of two worlds Rescue Call to adventure Magic flight Refusal of call Refusal of return Supernatural aid Crossing the first threshold Belly of the whale The Hero’s Journey Return The ultimate boon Apotheosis Road of trials Tests and ordeals Dragon battle Nadir Crucifixion Symbolic death/dismemberment Sparagmos Meeting with the Goddess Atonement to recognition by Father © 2008–2012 Jouni Smed Initiation
  • 54. A.J. Greimas: Actant model • first role-based analysis of narrative ‣ background: semantics and structuralist stance • formalization of Propp’s roles ‣ not for what they are but for what they do • the actant model can be instantiated by a (Cavazza & Pizzi, 2006) © 2008–2012 Jouni Smed specific semantic field
  • 55. Generic actant model Object Sought-for person Helper Subject Antagonist © 2008–2012 Jouni Smed Dispatcher
  • 56. Roland Barthes: Interpretative codes • ACT (action) ‣ generalization of narrative function ‣ action sequences ‣ background knowledge required for interpretation ‣ contextual knowledge © 2008–2012 Jouni Smed • REF (reference)
  • 57. Interpretative codes (cont’d) • SYM (symbolic) ‣ major cultural objects that symbolic (e.g., money) • SEM (semantic) ‣ choice of words to narrative events ‣ items that should trigger interpretation ‣ cues for future events ‣ elements of mystery relevant to the story © 2008–2012 Jouni Smed • HER (hermeneutic)
  • 58. Claude Bremond: Agent and patient • agent is responsible for the changes in the narrative universe ‣ voluntary or unintended ‣ types: influencer, improver, protector, frustrator • patient is influenced by the narrative actions • transient status: characters can alternate between the roles © 2008–2012 Jouni Smed ‣ awareness of the situation ‣ the situation itself
  • 59. Brenda Laurel: Computers as Theatre • “When we look toward what is known about the nature of interaction, why not turn to those who manage it best – to those from the world of drama, of the stage, of the theatre?” (Laurel, 1991) ‣ designing an interface is the real problem ‣ creating a representational world that leaves the feeling of the interface behind © 2008–2012 Jouni Smed • invisibility of the computer
  • 60. Material for action Material cause Thought Language Pattern Enactment User interaction Character Inferred formal cause Action © 2008–2012 Jouni Smed Neo-Aristotelian theory of interactive drama
  • 61. The flying wedge of possibilities Potential Probable Potential t © 2008–2012 Jouni Smed Possible Necessary
  • 62. Janet Murray: Hamlet on the Holodeck • can a computer provide the basis for an expressive narrative form? • Star Trek’s holodeck as an ideal model of © 2008–2012 Jouni Smed interactive narrative
  • 63. Representational strategies (Murray, 1997) © 2008–2012 Jouni Smed • navigable space • encyclopedic capacity • participation • procedurality
  • 64. Phenomenal categories (Murray, 1997) © 2008–2012 Jouni Smed • immersion • agency • transformation
  • 65. Lessons from the holodeck: goals to pursue (Ryan, 2008) © 2008–2012 Jouni Smed • natural interface • integration of user actions within the story • frequent interaction • dynamic creation of the story • ability to create narrative immersion
  • 66. Mapping and recapping the theoretical background 1(4) Aristotle’s Poetics Laurel: Computers as Theatre Mateas & Stern: Façade (Koenitz, 2010) © 2008–2012 Jouni Smed Carnagie Mellon: OZ project
  • 67. Mapping and recapping the theoretical background 2(4) Derrida, Foucault, Barthes, Eco, Baudilard Storyspace platform Joyce: Afternoon Jackson: Patchwork Girl (Koenitz, 2010) © 2008–2012 Jouni Smed hyperfiction
  • 68. Mapping and recapping the theoretical background 3(4) non-literary, non-western tradition (e.g., oral narratives) (Koenitz, 2010) © 2008–2012 Jouni Smed Jennings: the book of ruins and desire Harrell: Griot system
  • 69. Mapping and recapping the theoretical background 4(4) Barthes, Bremond, Prince, Genette, Chapman narratology (Koenitz, 2010) © 2008–2012 Jouni Smed interactive fiction (IF)
  • 70. © 2008–2012 Jouni Smed Strategies for interactive storytelling
  • 71. Strategies • author-centric ‣ explicit authoring • character-centric © 2008–2012 Jouni Smed ‣ emergent narrative ‣ implicit creation
  • 72. Measures • plot coherence ‣ the perception that the main events of a story are causally relevant to the outcome of the story • character believability (Riedl, 2004) © 2008–2012 Jouni Smed ‣ the perception that the events of a story are reasonably motivated by the beliefs, desires, and goals of the characters
  • 73. Author-centric • models the creative process of a human author • explicit authoring: predefined template to • strong plot coherence • not so strong character believability © 2008–2012 Jouni Smed follow runtime
  • 74. Example: The Oz Project’s Interactive Drama Engine Presentation Drama manager World Character Character © 2008–2012 Jouni Smed Player Character
  • 75. Drama manager techniques • branching narrative • universal plan ‣ beats (i.e. action–reaction pairs) ‣ interactive plan trees (e.g. HTN) ‣ anticipation of every possible action ‣ combinatorial explosion (Louchart & Aylett, 2005) © 2008–2012 Jouni Smed • problems
  • 76. Drama managers ways to influence (Crawford, 2005) © 2008–2012 Jouni Smed • environmental manipulation • goal injection • shifting personality • ticking clock of doom • dropping the fourth wall
  • 77. Character-centric strategy • autonomous characters: models the mental factors that affect how characters act • the story emerges from the characters’ decisions and interaction • implicit creation: narrative planted • strong character believability • not so strong plot coherence © 2008–2012 Jouni Smed beforehand
  • 78. Emergent narrative • term introduced by Aylett (1999) • story emerges bottom up based on characters described top down by the author © 2008–2012 Jouni Smed • exhibits perpetual novelty
  • 79. Example: Reality TV • emergent narrative as a source for a story • participant ‣ motivated by money, fame etc. ‣ subjected to entertain the spectators ‣ gets entertainment ‣ lacks influence on the narrative © 2008–2012 Jouni Smed • spectator
  • 80. Example: Reality TV (cont’d) • programme production team ‣ pre-production selections - choice and definition of the main protagonists - designing the world environment to foster emotions ‣ performance time control (Louchart & Aylett, 2005) © 2008–2012 Jouni Smed - tasks, eliminations etc. - compiling a broadcast to the spectators
  • 81. Storyworld recepient designer Narrative interpretation Emergent system storyworld = mental model storyworld = model, rules world state → mental state world state → world state states, actions, events generating from the rules states, actions, events © 2008–2012 Jouni Smed reconstruct storyworld by inference (Spierling, 2007)
  • 82. Gardening metaphor • author-centric ‣ explicit authoring is like creating a paper flower • character-centric ‣ implicit creation is like planting a flower © 2008–2012 Jouni Smed (Spierling, 2007)
  • 83. © 2008–2012 Jouni Smed Characters
  • 84. Features of believable agents • personality ‣ unique and specific, not general • emotion ‣ exhibit and respond personally-specifically • self-motivation • change ‣ growth and change with time (wrt. personality) © 2008–2012 Jouni Smed ‣ internal drives and desires
  • 85. Features of believable agents (cont’d) • social relationship ‣ interaction with others changes the relationships • illusion of life (Mateas, 2002) © 2008–2012 Jouni Smed ‣ multiple goals ‣ broad capabilities ‣ quick reactions
  • 86. Character behaviour 1. low level (e.g. collision detection) 2. social interaction (e.g. introducing oneself) 3. idle behaviour 4. targeted behaviour (i.e. go for the goal!) © 2008–2012 Jouni Smed (Fairclough & Cunningham, 2002)
  • 87. Expressiveness • independent from visual realism • origins of expressive behaviour: ‣ agent itself ‣ human creator © 2008–2012 Jouni Smed (Szilas, 2007)
  • 88. Flashback: Crawford on interaction… • “a cyclic process between two or more © 2008–2012 Jouni Smed active agents in which each agent alternately listens, thinks and speaks”
  • 89. Character’s interaction • listen ‣ perception of the world • think • speak ‣ acting in the world © 2008–2012 Jouni Smed ‣ coloured by the character’s personality ‣ associated with and stored to the character’s memory
  • 90. The perception system in VIBES 1. acquisition sensors: abstract description of the world 2. perception filters: simulation of the physical sensors (Sanchez et al., 2004) © 2008–2012 Jouni Smed 3. cognitive filters: support for the decisionmaking
  • 91. Crawford’s personality model 1(2) Accordance Relationship Integrity “gullibility” “trust” Virtue “willingness to see good” “virtue perceived” Power “timidity” “fear of power” Intelligence “judging others wise” “respect” “vanity” “attractiveness perceived” Attractiveness © 2008–2012 Jouni Smed Intrinsic
  • 93. Event-appraisal theory • OCC-model (Ortony, Clore and Collins) • emotional state ‣ positive/negative ‣ intensity objects varies according to their emotional state (Theune et al., 2004) © 2008–2012 Jouni Smed • agents reaction to events, actions and
  • 94. OCC-model Directed to other agents hope – fear admiration – reproach joy – distress hope – fear pride – shame love – hate © 2008–2012 Jouni Smed Directed to agent itself
  • 95. Autobiographical memory types • type 0: agent is always telling the same story • type I: agent has a variety of stories but not within the conversational context context best © 2008–2012 Jouni Smed • type II: agent selects a story that fits the
  • 96. Autobiographical memory types (cont’d) • type III: agent tells and listens stories (i.e. interprets the meaning and has a response) • type IV: a living, autonomous agent (i.e. personality) © 2008–2012 Jouni Smed (Ibanez et al., 2003)
  • 97. Memory in VIBES • stores information (i.e. percept objects) acquired about the world ‣ actor’s representation of the world ‣ knowledge the actor has acquired • records consecutive internal states of the (Sanchez et al., 2004) © 2008–2012 Jouni Smed actor (e.g. wants, emotions)
  • 98. Memory in SAGA • narrative memory stores a temporal sequence of episodes ‣ cause-and-effect links between episodes ‣ crisis ‣ climax ‣ resolution (Machado et al., 2004) © 2008–2012 Jouni Smed • episode comprises
  • 99. Episodic memory • personal history of an entity ‣ places and moments ‣ subjective feelings and goals • requires: persistent world and multiple actors scope (Brom et al., 2007) © 2008–2012 Jouni Smed • autobiographic memory: longer, lifetime
  • 100. Requirements for a full episodic memory 1. storing complex hierarchical tasks 2. storing and reconstructing personal situations © 2008–2012 Jouni Smed ‣ what, with which and why? ‣ who saw and what did he do?
  • 101. Full episodic memory (cont’d) 3. all available information is not stored ‣ perceivability ‣ importance ‣ attractiveness (or salience) 5. coherence: trust in the stored data (Brom et al., 2007) © 2008–2012 Jouni Smed 4. large time scale: the importance of forgetting (details reduced, events merged)
  • 102. Late commitment • character agent’s decisions ‣ in-character (IC) ‣ out-of-character (OOC) • improvisational theatre: no agreed upon ‣ implicit OOC communication (e.g. “Hello, daughter.”) (Swartjes et al., 2008) © 2008–2012 Jouni Smed storyworld but framing as the actors go along
  • 103. Late commitment (cont’d) • explicit OOC communication ‣ framing operators • late commitment (Swartjes et al., 2008) © 2008–2012 Jouni Smed ‣ goal management: goals from OOC if no other goals exist ‣ action selection: agents can create OOC plans for their goals
  • 104. Late commitment: observations • IC actions should not be selected to satisfy the preconditions of framing operators • an action contradicting a framing operator has to be ordered after the framing operator • all characters must unconditionally accept (Swartjes et al., 2008) © 2008–2012 Jouni Smed all framing operators
  • 105. Problem of believability: The uncanny valley • Masahiro Mori (1970): • the uncanny valley: the area of repulsion between “barely human” and “fully human” © 2008–2012 Jouni Smed ‣ the more human-like the robot, the more positive the emotional response ‣ at some point the response becomes quickly a strong repulsion ‣ as the appearance and motion improve, emotional response becomes positive again
  • 106. The uncanny valley: Movement and appearance healthy person response + android/ gynoid industrial robot corpse/ zombie bunraku puppet prosthetic hand – 0% human-likeness 100%
  • 107. © 2008–2012 Jouni Smed End-user
  • 108. Affordance • interface design: opportunities for action made available by an object or interface • interface “cries out” for the action to be taken © 2008–2012 Jouni Smed (Mateas, 2002)
  • 109. Choice problem • how to choose from a large amount of possible actions? © 2008–2012 Jouni Smed (Szilas, 2004)
  • 110. Interface mapping function • P: physically possible actions f L • L: logically (in the story) possible actions ‣ real affordances © 2008–2012 Jouni Smed P ‣ perceived affordances
  • 111. Interface mapping function (cont’d) • total ‣ non-surjective: filtering interface ‣ non-injective: redundant interface ‣ bijective: direct interface ‣ free interface: free interface © 2008–2012 Jouni Smed • partial
  • 112. Anticipation of an action • author’s activity: plan the user’s inferences • stability: P and L should remain stable • surprise: counters stability ‣ new possibility should remain in the selection ‣ addition in slow pace ‣ freeze or fill in the time ‣ semi-autonomy ‣ ellipsis © 2008–2012 Jouni Smed • duration of interaction
  • 113. User-centred actions • ethical consistency • motivational consistency • relevance (history) • cognitive load (opens/closes narrative processes) conflict) (Szilas et al., 2007) © 2008–2012 Jouni Smed • conflict (exhibits or pushes towards a
  • 114. Inferring player states • inferring player’s knowledge • inferring player’s preferences • inferring player’s goals © 2008–2012 Jouni Smed (Thue et al., 2008)
  • 115. The role of the end-user? • users probably do not want to be tragic or comic heroes • many users do not even want to be actors but marginally involved observers or confidantes (Ryan, 2008) © 2008–2012 Jouni Smed ‣ a peripheral character affecting the world and observing the outcome (i.e. agent and spectator)
  • 116. Robin Laws: Seven player types 1. power gamer: new abilities and equipment 2. butt-kicker: fight! 3. tactician: thinking ahead 4. specialist: sticks with his favourite character 6. storyteller: plot threads 7. casual gamer: in the background © 2008–2012 Jouni Smed 5. method actor: want to test his personal traits
  • 117. © 2008–2012 Jouni Smed Author
  • 118. Author • authoring = delivering content for somebody else’s experience • author defines (Spierling, 2009; Spierling & Szilas, 2009) © 2008–2012 Jouni Smed ‣ actions ‣ states ‣ events
  • 119. A contract with the author • there is a reason why the author is leading you through the story • how does that work in an interactive story? © 2008–2012 Jouni Smed (Perlin, 2005)
  • 120. Narrative paradox and authoring • the author cannot expect the user to make the right decision at the right moment or in the right place • author’s role is to write interesting characters and rely on their ability to interact with one another user’s inner state (Louchart & Aylett, 2005) © 2008–2012 Jouni Smed • author must be extremely attentive to the
  • 121. Second person insight • the ability to think in terms how the expression will be perceived by the audience © 2008–2012 Jouni Smed (Crawford, 2005)
  • 122. Authoring challenges • authored content depends on the run-time system architecture • the increase in the amount of content • not a single author task © 2008–2012 Jouni Smed (Aylett et al., 2011)
  • 123. Problems • finding IS authors ‣ reluctance to reduce human affairs into logical models • abstraction ‣ writing must be at the level of story-related abstract structures ‣ e.g., XML, Excel • algorithm-centered story design © 2008–2012 Jouni Smed • formatted and constrained writing
  • 124. Problems (cont’d) • the potential of engines underused ‣ reduction to linear or branching structure ‣ no inspiring examples, lack of prototypes • authoring and programming intersecting (Spierling, 2009; Spierling & Szilas, 2009) © 2008–2012 Jouni Smed ‣ storyworld and engine have a blurry line ‣ immaturity of the medium
  • 126. Principles of design • main characters ‣ limit the number ‣ give clear relationships to one another within a dramatic situation • character definitions • parallel characters ‣ draw clear contrasts (e.g., rivals, friends, enemies) © 2008–2012 Jouni Smed ‣ along the spectrum based on the value system central to the story
  • 127. Principles of design (cont’d) • characters as foils for one another ‣ emphasize similarities and differences • narrative events (Murray, 2011) © 2008–2012 Jouni Smed ‣ combine functions of an overarching frame story ‣ create coherent nested sequences
  • 128. Potential influence abstract storyworld action selection action and behaviour models (Spierling, 2009) © 2008–2012 Jouni Smed staging / shape of events (representation) narrative discourse / sequence of events
  • 129. Models of actions, states and events 1.possibility for action 2.actualization 3.result of the action • von Wright: logic of 3.state without the action • AI planning 1.pre-condition 2.action 3.post-condition (Spierling, 2009) action 1.intial state 2.end state after action © 2008–2012 Jouni Smed • Bremond: elementary sequence
  • 130. Creative process of the author • debugging ‣ altering and adapting the story content to match the authorial intent • co-creation (Swartjes & Theune, 2009) © 2008–2012 Jouni Smed ‣ embracing the possible stories and letting it change the original authorial intent
  • 131. Authoring types • content authoring ‣ which instances of story elements are in the domain? ‣ which actions, goals etc. may occur? • process authoring (Swartjes & Theune, 2009) © 2008–2012 Jouni Smed ‣ how do the element connect causally? ‣ when do the elements occur?
  • 132. Iterative authoring 1. idea generation ‣ get inspired ‣ find flaws ‣ feel out the storyscape ‣ detect surprising behaviour 2. implementation ‣ add new content and processes ‣ constrain the domain (Swartjes & Theune, 2009) © 2008–2012 Jouni Smed 3. simulation
  • 133. Principles of delayed authoring • AI in an IDS system is a decision-making proxy for the interactive story’s authors • delay story decisions made online: maximize the chance of new player information authoring process: it is better informed by inferred player information? (Thue et al., 2008) © 2008–2012 Jouni Smed • a story decision arising during the
  • 134. Authoring in emergent narrative • interactive story ‣ who tells? ‣ to whom? ‣ what is the story? (Louchart et al., 2008) © 2008–2012 Jouni Smed • sender, receiver, message
  • 135. Sender and message • sender ‣ narratorship shared between the system and the interactor • message © 2008–2012 Jouni Smed ‣ the interactor can construct their own message
  • 136. Receiver • the notion of agency • not necessary to predict the consequences of an action • interactor can make choices they would • willingness to play within the role and its constraints © 2008–2012 Jouni Smed not do in real life (even if they know the consequences)
  • 137. Landscape of possible stories • point: possible state • climbing hill: moving towards dramatic necessity (i.e., flying wedge) • valley: offers potential mountains © 2008–2012 Jouni Smed (Louchart et al., 2008)
  • 138. Design suggestions (1)3 • justify the existing boundaries © 2008–2012 Jouni Smed ‣ spatial ‣ contextual ‣ interaction
  • 139. Design suggestions (2)3 • critical mass for emergence ‣ density: how well the authored content serves to create different paths ‣ added content © 2008–2012 Jouni Smed - new possibilities - widens the boundaries and reduces density
  • 140. Design suggestions (3)3 • dead ends ‣ narrative end = lack of content ‣ continuing process involving finding dead ends and resolving by adding new content © 2008–2012 Jouni Smed (Louchart et al., 2008)
  • 141. Process of authoring • modelling a dramatic abstraction of reality ‣ how the characters behave (not how people are behaving in reality) • modelling implies complexity reduction ‣ too much generalization can lead to uninteresting stories plot (Louchart et al., 2008) © 2008–2012 Jouni Smed • author should not think in the terms of
  • 142. • Improv: scripts • Hap/ABL: hierarchy of goals • FSMs/hierarchical FSMs • Motion Factory: graphical editors • Softimage • Virtools: flow charts • BEcool: oriented graphs (Szilas, 2007) © 2008–2012 Jouni Smed Authoring tools and methods
  • 143. What does an author want? • testing ‣ debugging ‣ parameter tweaking ‣ replaying ‣ but what is actually the author’s role in interactive storytelling? © 2008–2012 Jouni Smed • feedback from the users • artistic control
  • 144. © 2008–2012 Jouni Smed Systems
  • 145. General scheme of an IS software 1. reasoning (decision-making, planning) 2. behaviour 3. animation (triggered by behaviour) © 2008–2012 Jouni Smed (Szilas, 2007)
  • 146. Four-level story engine 1. story engine (flow of the story) ‣ narrative function the next scene should fulfil; gets story acts 2. scene action engine (play scene using a narrative function) 4. actor avatar engine (Spierling et al., 2002) © 2008–2012 Jouni Smed 3. character conversation engine (sends stage directions)
  • 147. Four-level story engine (cont’d) axis: predefined – autonomous 1. strict – dynamically chosen scene 2. predefined scripts – generated scripts 3. dialogue – intelligent agent 4. stored animations – adapted animations © 2008–2012 Jouni Smed •
  • 148. • CrossTalk • Façade • Interactive Drama Engine • Makebelieve • SAGA • Storytron • Virtual Storyteller © 2008–2012 Jouni Smed Reviewed systems
  • 149. CrossTalk • interaction triangle: three screens ‣ virtual exhibition hostess ‣ changeable virtual exhibition visitors ‣ touch screen for the user’s choices © 2008–2012 Jouni Smed (Klesen et al., 2003)
  • 150. Narrative structure vs. story content 1. scene flow definition 2. scene content creation © 2008–2012 Jouni Smed ‣ author’s scripts ‣ automatic dialogue generation
  • 151. SceneManager • scene ‣ pieces of user-edited dialogue ‣ coherent and closed unit wrt. message, agent characterization or punchline • compound scene = linked atomic scenes • scene group = set of equivalent atomic • scene flow: narrative structure linking the scenes © 2008–2012 Jouni Smed scenes
  • 152. SceneManager (cont’d) • scene node ‣ prescribed ‣ customically created ‣ interrupt ‣ conditional ‣ probabilistic © 2008–2012 Jouni Smed • scene transition
  • 153. SceneManager (cont’d) • user input © 2008–2012 Jouni Smed ‣ request and wait ‣ time-out events ‣ interrupt (seamless interaction) ‣ concurrent event handling (affect long-term behaviour)
  • 154. Dialogue strategies: plan operators © 2008–2012 Jouni Smed • context: goal and precondition • dialogue content • characters: role & personality • role & meta-role (trick for immersion)
  • 155. Façade • story set-up ‣ player takes the role of a close friend of Trip and Grace, a couple whose relationship is in trouble ‣ events takes place at Trip’s and Grace’s home where the player is invited to have a cocktail ‣ moving and interacting in a 3D environment ‣ typing in utterances (Mateas, 2002; Mateas & Stern, 2004) © 2008–2012 Jouni Smed • player’s control
  • 156. System structure • story comprises dozen carefully scripted interactive narrative scenelets • time is discretized into beats ‣ the smallest unit of a value change (i.e. an action– reaction pair) the relatively linear set pieces © 2008–2012 Jouni Smed • techniques to steer the narrative towards
  • 157. Broad-and-shallow approach • idea inherited from the Oz project ‣ broad: all necessary features have an implementation ‣ shallow: some features could have been performed better necessary intelligently, in a wide range of situations © 2008–2012 Jouni Smed • characters can act believably, but not
  • 158. Surface-text processing 1. map surface text into discourse acts © 2008–2012 Jouni Smed 2. map discourse acts into character responses
  • 159. Discourse acts negative exclamation • express of emotion • unsure or indecisive • thank • greet • ally/oppose character • don’t understand • apologise • praise/criticize • flirt • pacify • explain • advice • refer to • ask to share intimate thoughts • say goodbye • miscellaneous discourse act • can’t understand © 2008–2012 Jouni Smed • agree/disagree • positive/
  • 160. Interactive Drama Engine • prototype system ‣ non-linear narrative ‣ 3D characters ‣ graphical user-interface © 2008–2012 Jouni Smed (Szilas et al., 2007)
  • 161. IDE architecture Narrative engine Narrative structure Action generation Action selection Behavioural engine Narrative GUI Game engine Player © 2008–2012 Jouni Smed Text generation
  • 162. Makebelieve • virtual guide system, which uses ‣ Jess/CLIPS reasoning system ‣ OpenMind common sense data ‣ Unreal Tournament engine © 2008–2012 Jouni Smed (Ibanez et al., 2003)
  • 163. Story element • name • type of event • location • attributes (nature of • special environment • basic concepts • subject: of the fact • object: of the fact (defined in knowledge base) • date • granularity: ‘size’ • effects: caused by this © 2008–2012 Jouni Smed the element) condition
  • 164. Method 1. initial situation; input 2. select a story element 3. add related story elements (causation) 4. translate according to the guide’s attitude 5. consider common sense rules 7. generate storyboard © 2008–2012 Jouni Smed 6. extend story with common sense
  • 165. SAGA • no predefined story • users interacting with autonomous character collaboratively play the role of the author • director: guide the accomplishment of a (Machado et al., 2004) © 2008–2012 Jouni Smed meaningful story
  • 166. SAGA system • based on Propp’s narrative morphology • story definition ‣ initial story situation ‣ variable story schema goals → plan → hierarchy of goals and actions © 2008–2012 Jouni Smed • function → plot point → set of generic
  • 167. Director agent 1. update situation 2. conflict? → select a new episode 3. current plot point achieved? → select the next plot point 5. new story element introduction needed? © 2008–2012 Jouni Smed 4. reflection event needed?
  • 168. Storytron • components ‣ authoring tool SWAT ‣ storyworld library • launched 2006; discontinued 2011 • originally developed under the name (Crawford, 2005) © 2008–2012 Jouni Smed Erasmatron
  • 169. Virtual Storyteller • multi-agent framework (Theune et al., 2004; Swartjes & Theune, 2006) © 2008–2012 Jouni Smed ‣ plot generation ‣ natural language generation ‣ presentation by an embodied agent
  • 170. Plot generation • select “episodic script” from a database ‣ setting: location, characters,objects ‣ goals ‣ constraints before carrying out a plan © 2008–2012 Jouni Smed • character asks the director’s permission
  • 171. Plot generation (cont’d) • within episode characters are free to choose action © 2008–2012 Jouni Smed ‣ subjected to probabilistic emotions (OCC-model) ‣ example: 90% fear means 0.9 probability of choosing a cowardly action
  • 172. General transition model (GTN) ‣ G – goal ‣ A – action ‣ O – outcome ‣ E – event ‣ P – perception ‣ IE – internal event • causal relationships ‣ φ – physical causality ‣ m – motivation ‣ ψ – psychological causality ‣ e – enablement © 2008–2012 Jouni Smed • elements
  • 174. Decision-making in interactive storytelling • six general properties of story events • cf. the six questions in journalism ‣ who? what? when? where? why? how? © 2008–2012 Jouni Smed ‣ idea: what is the occurring action ‣ actors: who or what is acting or being acted upon ‣ time: when does the action occur ‣ place: where does the action occur ‣ actions: what changes ‣ reasons: why does the action occur (Thue et al., 2008)
  • 175. Story decisions and design decisions story decision property design decision idea what should happen? result what was decided? actors who should be involved? chooser who made the decision? time when should it happen time when was the decision made? place where should it happen? — — actions how should it happen? method how was the decision made? reasons why should the actors act? justification why was the decision made in that way? © 2008–2012 Jouni Smed property
  • 176. Story decision properties for Façade chooser time method justification idea author offline imagination no restrictions actors author offline imagination no restrictions follow dramatic principle / respond to player player & author online & offline place author offline imagination no restrictions actions player & author online & offline interruptible scripts allow player interactions reasons author offline imagination no restrictions © 2008–2012 Jouni Smed time tension arc / player interest
  • 177. © 2008–2012 Jouni Smed Discussion and conclusion
  • 178. Adaptation for interactive stories media • adaptation types ‣ scissors adaptation ‣ distilled adaptation ‣ expanded adaptation ‣ straight adaptation ‣ wild adaptation • adaptation in interactive storytelling: expanded or wild ‣ formalize the story into an abstract form ‣ make a creative interpretation and adaptation (Spierling & Hoffmann, 2010) © 2008–2012 Jouni Smed • translation between
  • 179. Multiuser interactive storytelling • multiple users in application means handling conflicts ‣ intervowen stories that consistent, responsive and compelling ‣ solving the too-many-heroes problem ‣ maintaining persistency ‣ preventing cheating (Smed, 2011) © 2008–2012 Jouni Smed • challenges
  • 180. Too many heroes • how to guarantee dramatically compelling story to everyone? • each human-controlled character needs a ‣ each new brings along extras ‣ limit the number of human-controlled characters © 2008–2012 Jouni Smed group of computer-controlled characters to support them
  • 181. Persistency • how do we handle players entering and leaving at any time? ‣ user’s character vanishes from the storyworld ‣ user’s character becomes a computer-controlled character ‣ user can give tactical level instruction to character to follow during the absence © 2008–2012 Jouni Smed • when the user leaves the storyworld
  • 182. Cheating • every action within the storyworld should be valid • limitations exist ‣ e.g. zombie attack and “I’ve been shot” in Façade ‣ is collusion cheating in an interactive story? © 2008–2012 Jouni Smed • how about multiple users?
  • 183. Motivations for rereading interactive stories 1(3) • making sense of things ‣ new fragments to be reconciled into the overall understanding of the story • finding out more • trying out “what-if” scenarios ‣ different choices can lead to different outcomes © 2008–2012 Jouni Smed ‣ there is more to the story than can be seen on the surface
  • 184. Motivations for rereading interactive stories 2(3) • seeing things from a different perspective ‣ radical revision of - player’s model of the storyworld - character’s personality and motivation - causal connections ‣ process of looking for an interpretation of the text © 2008–2012 Jouni Smed • looking for a deeper meaning
  • 185. Motivations for rereading interactive stories 3(3) • reflecting on the techniques used ‣ appreciating or critiquing the ways in which the text achieves its effects • figuring out how the system works (Mitchell, 2010) © 2008–2012 Jouni Smed ‣ what is the underlying role system
  • 186. Dramatis Personæ 1986–2002 Brenda Laurel Michael Mateas Andrew Stern Chris Crawford Janet Murray © 2008–2012 Jouni Smed Joseph Bates
  • 187. Dramatis Personæ 2003– Stefan Göbel Ruth Aylett Sandy Louchart Ulrike Spierling Nicolas Szilas Ivo Swartjes Ana Paiva Mariët Theune © 2008–2012 Jouni Smed Marc Cavazza
  • 188. References Ruth Aylett, "Narrative in virtual environments: Towards emergent narrative" in Papers from the 1999 AAAI Fall Symposium, Technical report FS-99-01, AAAAI Press, pp. 83–86, 1999. Ruth Aylett & Sandy Louchart, "Towards a narrative theory of virtual reality", Virtual Reality 7(1):2–9, 2003. Ruth Aylett & Sandy Louchart, "Being there: Participants and spectator in interactive narrative", in Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp. 117–128, 2007. Ruth Aylett, Marco Vala, Pedro Sequeira & Ana Paiva, "FearNot! – An emergent narrative approach to virtual dramas for anti-bullying education", in Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp. 202–205, 2007. Ruth Aylett, Sandy Louchart & Allan Weallans, “Research in interactive drama environments, role-play and story-telling”, in Si, Thue, André, Lester, Tanenbaum & Zammitto (eds.) Interactive Storytelling: 4th International Conference on Interactive Digital Storytelling, ICIDS 2011, Lecture Notes in Computer Science vol. 7069, pp. 1–12, 2011. Cyril Brom, Klára Pešková & Jiří Lukavský, "What does your actor remember? Towards characters with a full episodic memory", in Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp. 89–101, 2007. © 2008–2012 Jouni Smed Selmer Bringsjord, "Is it possible to build dramatically compelling interactive digital entertainment?", Game Studies 1(1), 2001.
  • 189. References (cont’d) Marc Cavazza & David Pizzi, "Narratology for interactive storytelling: A critical introduction", in Göbel, Malkewitz and Iurgel (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Third International Conference,TIDSE 2006, Lecture Notes in Computer Science vol. 4326, pp. 72–83, 2006. Chris Crawford, On Interactive Storytelling, New Riders, Berkeley, CA, USA, 2005. Chris Fairclough, Story Games and the OPIATE System, PhD thesis, University of Dublin, Trinity College, Dublin, Ireland, 2004. Chris Fairclough & Pádraig Cunningham, "An interactive story engine", in O'Neill, Sutcliffe, Ryan, Eaton & Griffith (eds.) Proceedings of the 13th Irish International Conference on Artificial Intelligence and Cognitive Science, Lecture Notes in Artificial Intelligence vol 2464, pp. 171– 176, 2002. Jesus Ibanez, Ruth Aylett & Rocio Ruiz-Rodarte,"Storytelling in virtual environments from a virtual guide perspective", Virtual Reality 7(1): 30–42, 2003. Martin Klesen, Michael Kipp, Patrick Gebhard & Thomas Rist, "Staging exhibitions: methods and tools for modelling narrative structure to produce interactive performances with virtual actors", Virtual Reality 7(1):17–29, 2003. Brenda Laurel, Computers as Theatre, Addison-Wesley, Reading, MA, USA, 1991. © 2008–2012 Jouni Smed Hartmut Koenitz, “Towards a theoretical framework for interactive digital narrative”, in Aylett, Lim, Louchart, Petta & Riedl (eds.) Interactive Storytelling: 3rd Joint Conference on Interactive Digital Storytelling, ICIDS 2010, Lecture Notes in Computer Science vol. 6432, pp. 176–185, 2010.
  • 190. References (cont’d) Sandy Louchart and Ruth Aylett, "Managing a non-linear scenario – a narrative evolution", in Subsol (ed.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Third International Conference,VS 2005, Lecture Notes in Computer Science vol. 3805, pp. 148–157, 2005. Sandy Louchart, Ivo Swartjes, Michael Kriegel & Ruth Aylett, "Purposeful authoring for emergent narrative", in Spierling & Szilas (eds.) Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science vol. 5334, pp. 273–284, 2008. Isabel Machado, Paul Brna & Ana Paiva, "1, 2, 3... action! Directing real actors and virtual characters", in Göbel, Spierling, Hoffman, Iurgel, Schneider, Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Second International Conference,TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 36–41, 2004. Michael Mateas, Interactive Drama, Art and Artificial Intelligence, PhD thesis, Carnegie Mellon University, Pittsburgh, PA, USA, 2002. Michael Mateas & Andrew Stern, "Natural language understanding in Façade: Surface-text processing", in Göbel, Spierling, Hoffman, Iurgel, Schneider, Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Second International Conference,TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 3–13, 2004. Janet Murray, Hamlet on the Holodeck, MIT Press, Cambridge, MA, USA, 1997. © 2008–2012 Jouni Smed Alex Mitchell, “Motivations for rereading in interactive stories: a preliminary investigation”, in Aylett, Lim, Louchart, Petta & Riedl (eds.) Interactive Storytelling: 3rd Joint Conference on Interactive Digital Storytelling, ICIDS 2010, Lecture Notes in Computer Science vol. 6432, pp. 232–235, 2010.
  • 191. References (cont’d) Janet Murray, “Why Paris needs Hector and Lancelot needs Mordred: Using traditional narrative roles and functions for dramatic compression in interactive narrative”, in Si, Thue, André, Lester, Tanenbaum & Zammitto (eds.) Interactive Storytelling: 4th International Conference on Interactive Digital Storytelling, ICIDS 2011, Lecture Notes in Computer Science vol. 7069, pp. 13–24, 2011. Federico Peinado & Pablo Gervás, "Automatic direction of interactive storytelling: formalizing the game master paradigm", in Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp. 196–201, 2007. Ken Perlin, "Toward interactive narrative", in Subsol (ed.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Third International Conference,VS 2005, Lecture Notes in Computer Science vol. 3805, pp. 135–147, 2005. Vladimir Propp, Morphology of the Folktale, University of Texas Press, Austin, TX, USA, 1968. Mark O. Riedl, Narrative Generation: Balancing Plot and Character, PhD thesis, North Carolina State University, Raleigh, NC, USA, 2004. Marie-Laure Ryan, "Interactive narrative, plot types, and interpersonal relations", in Spierling & Szilas (eds.) Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science vol. 5334, pp. 6–13, 2008. Jouni Smed, “Once upon a time: The convergence of interactive storytelling and computer games”, in Cruz-Cunha, Carvalho & Tavares (eds.) Business,Technological and Social Dimensions of Computer Games: Multidisciplinary Developments, Information Science Reference, Hershey, PA, USA, pp. 115–123, 2011. © 2008–2012 Jouni Smed Stéphane Sanchez, Olivier Balet, Hervé Luga & Yves Duthen,"Autonomous virtual actors", in Göbel, Spierling, Hoffman, Iurgel, Schneider, Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Second International Conference, TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 68–78, 2004.
  • 192. References (cont’d) Ulrike Spierling, "Editorial: Digital storytelling", Computers & Graphics 26(1):1–2, 2002. Ulrike Spierling, Dieter Grasbon, Norbert Braun & Ido Iurgel, "Setting the scene: playing digital director in interactive storytelling and creation", Computers & Graphics 26(1):31–44, 2002. Ulrike Spierling, "Adding aspects of 'implicit creation'' to the authoring process in interactive stories", in Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp. 13–25, 2007. Ulrike Spierling, "Conceiving interactive story events", in Iurgel, Zagalo & Petta (eds.) Interactive Storytelling. Second Joint International Conference of Interactive Digital Storytelling, ICIDS 2009, Lecture Notes in Computer Science vol. 5915, pp. 292–297, 2009. Ulrike Spierling & Nicolas Szilas, "Authoring issues beyond tools", in Iurgel, Zagalo & Petta (eds.) Interactive Storytelling. Second Joint International Conference of Interactive Digital Storytelling, ICIDS 2009, Lecture Notes in Computer Science vol. 5915, pp. 50–61, 2009. Ulrike Spierling & Steve Hoffmann, “Exploring narrative interpretation and adaptation for interactive story creation”, in Aylett, Lim, Louchart, Petta & Riedl (eds.) Interactive Storytelling: 3rd Joint Conference on Interactive Digital Storytelling, ICIDS 2010, Lecture Notes in Computer Science vol. 6432, pp. 50–61, 2010. Ivo Swartjes & Mariët Theune, "A fabula model for emergent narrative", in Göbel, Malkewitz and Iurgel (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Third International Conference,TIDSE 2006, Lecture Notes in Computer Science vol. 4326, pp. 49–60, 2006. © 2008–2012 Jouni Smed Andrew Stern, "Embracing the combinatorial explosion: A brief prescription for interactive story R&D", in Spierling & Szilas (eds.) Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science vol. 5334, pp. 1–5, 2008.
  • 193. References (cont’d) Ivo Swartjes, Edze Kruizinga & Mariët Theune, "Let’s pretend I had a sword: Late commitment in emergent narrative", in Spierling & Szilas (eds.) Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science vol. 5334, pp. 230–241, 2008. Ivo Swartjes & Mariët Theune, "Iterative authoring using story generation feedback: Debugging or co-creation?", in Iurgel, Zagalo & Petta (eds.) Interactive Storytelling. Second Joint International Conference of Interactive Digital Storytelling, ICIDS 2009, Lecture Notes in Computer Science vol. 5915, pp. 62–73, 2009. Nicolas Szilas, "Stepping into the interactive drama", in Göbel, Spierling, Hoffman, Iurgel, Schneider, Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Second International Conference,TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 14–25, 2004. Nicolas Szilas, "BEcool: Towards author friendly behaviour engine", in Cavazza & Donikian (eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Proceedings of the Fourth International Conference, ICVS 2007, Lecture Notes in Computer Science vol. 4871, pp. 102–113, 2007. Nicolas Szilas, Jason Barles & Manolya Kavakli, "An implementation of real-time 3D interactive drama", Computers in Entertainment 5(1): 5, 2007. David Thue,Vadim Bulitko & Marcia Spetch, "Making stories player-specific: delayed authoring in interactive storytelling", in Spierling & Szilas (eds.) Interactive Storytelling. First Joint International Conference of Interactive Digital Storytelling, Lecture Notes in Computer Science vol. 5334, pp. 230–241, 2008. © 2008–2012 Jouni Smed Mariët Theune, Sander Rensen, Rieks op den Akker, Dirk Heylen & Anton Nijholt, "Emotional characters for automatic plot creation", in Göbel, Spierling, Hoffman, Iurgel, Schneider, Dechau and Feix (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Proceedings of the Second International Conference,TIDSE 2004, Lecture Notes in Computer Science vol. 3105, pp. 95–100, 2004.