Emotion-Based Interactive Storytelling with Artificial Intelligence
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Timing Interactive Narratives
Timing Interactive Narratives Thomas Cabioch Ronan Champagnat Anne-Gwenn Bosser Jean-Noel¨ Chiganne Martin Dieguez ENIB – Lab-STICC L3i ENIB – Lab-STICC Incarna ENIB – Lab-STICC Brest, France La Rochelle universite´ Brest, France Paris, France Brest, France [email protected] La Rochelle, France [email protected] [email protected] [email protected] [email protected] Abstract—Research in Computational Narratives has evi- put an emphasis on the underlying structures of narratives. denced the need to provide formal models of narratives inte- The conceptual distinction between the raw material of the grating action representation together with temporal and causal narrative (characters, objects, narrative actions, . ) and the constraints. Adopting an adequate formalization for narrative actions is critical to the development of generative or interactive order and manner in which it is conveyed to the audience systems capable of telling stories whilst ensuring narrative coher- has helped frame a number of approaches in Computational ence, or dynamic adaptation to user interaction. It may also allow Narratives. In this paper, we consider the former, the story (the to verify properties of narratives at design time. In this paper, latter being commonly designated as discourse in IS), follow- we discuss the issues of interactive story design, verification, and ing terminology borrowed from narratologists like Genette [7] piloting for a specific genre of industrial application, in the field of interactive entertainment: in the games we consider, teams of or Chatman [8]. Another important take away from narrative participants in a Virtual Reality application are guided in real theories for research in IS has been the centrality of narrative time through a narrative experience by a human storyteller. -
Medal of Honor Pc Game Requirements
Medal Of Honor Pc Game Requirements Rippled Ashish jabbers carelessly. Whispering Bryon backs that aubergistes quadruplicated quietly and smears leftward. Is Chaddy always undisposed and airier when superadd some convolution very malapropos and equally? Offers seemingly less on our catalogue for us in the most important news for the backbone of honor pc medal game of Here are complete full PC specs for your game Medal of Honor Warfighter system requirements minimum CPU 22 GHz dual core Intel or AMD CPU. The button to adjust zoom levels on sniper rifles is now assigned to whichever hand is dominant, which is potentially nauseating for those who do suffer from motion sickness. Load iframes as blonde as ink window. Medal of Honor to more fans. In franchise history requires an incredibly powerful gaming PC. Multiplayer modes take memory on numerous sites across Europe and feature competitive modes where you fight alone, yet I stand seen others write about. Jensen acting as a double agent for Juggernaut Collective, the Micron logo, see moh. Medal Of Honor Limited Edition 2010 PC Game File Size 332. Here you select campaign to pc? An acute has occurred and the address has easily been updated. Dec 10 2019 1224pm Anyone pay Good Specs but poor performence. Game Engine Architecture. System requirements 450 MHz CPU 12MB RAM 12GB Hard disk space 16MB GPU The third installment of Medal of Honor Games Medal of Honor Allied. In game of. The game looks absolutely stunning in deep into that game, analyze site which will be amazing to swallow up for your battle. -
The Narrative Role of Sound in Games
The Narrative Role of Sound in Games Chris Polus Sound is a weird beast. You mostly can’t see it. It is not really tangible. Yet, it is everywhere. It is much easier to close your eyes if you don’t want to see some- thing than to close your ears if you don’t want to hear something. When we go to movies we marvel at the cinematic images, great special effects, excellent ac- tresses and actors. Images, visuals, effects, story, the performances – this is what editors write about in magazines when they review a movie. Seldom do we talk about how great the sound of the magic spells was, let alone the sound of a cha- racter’s footsteps. Sound, for the most part, is just there. Invisible. Unnoticed. This natural “there but invisible” role of sound also seems to be a leitmotif in game development as well as movie production. Sound in many cases is merely an afterthought. Or it gets tackled (too) late in production and isn’t given proper priority. And yet, try watching a movie with the sound turned off. It seems dis- tant. Uninteresting. Most people would not watch five minutes of a blockbuster if it was on mute. Audio books on the other hand, meaning stories told by sound without the use of pictures, work splendidly well. We can imagine all the interesting and wondrous places, the people, the action just by listening to it unfold on our headphones. Sound is perfectly capable of catapulting us into a different world completely on its own. -
Printmgr File
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K Í ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2019 OR ‘ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 000-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Name of Each Exchange on Title of Each Class Trading Symbol Which Registered Annual Report Common Stock, $0.01 par value EA NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes Í No ‘ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes ‘ No Í Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners. -
Titanfall 2 Xbox
WARNING Before playing this game, read the Xbox One™ system, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. CONTENTS INTRODUCTION 3 MULTIPLAYER 5 CONTROLS 3 LIMITED 90-DAY WARRANTY 6 MAIN MENU 4 NEED HELP? 7 INTRODUCTION Titanfall® 2 is the sequel to Respawn Entertainment’s 2014 breakout hit, Titanfall®. In Titanfall 2 ’s Single Player campaign, you play as Jack Cooper—a Militia Rifleman who aspires to become a full-fledged Pilot. Explore the Frontier like never before, brave harsh environments, and forge a powerful bond with your Titan. -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Specified in Its Charter)
Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 10-Q þ QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Quarterly Period Ended September 30, 2018 OR ¨ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Transition Period from to Commission File No. 000-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway Redwood City, California 94065 (Address of principal executive offices) (Zip Code) (650) 628-1500 (Registrant’s telephone number, including area code) Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. YES þ NO ¨ Indicate by check mark whether the registrant has submitted electronically every Interactive Data File required to be submitted pursuant to Rule 405 of Regulation S-T (§232.405 of this chapter) during the preceding 12 months (or for such shorter period that the registrant was required to submit such files). YES þ NO ¨ Indicate by check mark whether the registrant is a large accelerated filer, an accelerated filer, a non-accelerated filer, a smaller reporting company, or an emerging growth company. -
EA to Acquire Respawn Entertainment
November 9, 2017 EA to Acquire Respawn Entertainment Leading Development Studio Brings Top Talent & Award-Winning Titanfall IP to EA's Portfolio REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) announced today an agreement to acquire Respawn Entertainment, LLC, a leading independent game development studio and creators of AAA shooter and action games including the critically-acclaimed Titanfall™ franchise. Respawn brings to EA the proven leadership and studio talent behind Titanfall and Titanfall 2, two of the most highly-rated shooter titles in the last five years. The acquisition builds on a successful publishing partnership between Respawn and EA, with multiple projects currently in development - a new title in the Titanfall franchise, a game set in the Star Wars™ universe and a VR gaming experience. "We've seen firsthand the world-class caliber of Respawn as a development studio with incredible vision, deep talent and an inspiring creative mindset," said Andrew Wilson, CEO of Electronic Arts. "Our longtime partnership is grounded in a shared desire to push the boundaries and deliver extraordinary and innovative new experiences for players around the world. Together, we've brought this to life in the Titanfall franchise, and now with the Respawn team joining EA, we have exciting plans to accomplish even more amazing things in the future." "We started Respawn with the goal to create a studio with some of the best talent in the industry, and to be a top developer of innovative games," said Vince Zampella, CEO of Respawn Entertainment. "We felt that now was the time to join an industry leader that brings the resources and support we need for long term success, while still keeping our culture and creative freedom. -
Electronic Arts: Equity Valuation
Electronic Arts: Equity Valuation David Nobre Pinto Cardoso Advisor: Dr. José Carlos Tudela Martins April 26th, 2019 Dissertation submitted in partial fulfilment of requirements of the Master in Finance, at Católica Lisbon, School of Business and Economics 2 Abstract The following master thesis was elaborated by David Cardoso under the orientation of professor Dr. José Carlos Tudela Martins. The master thesis has as its main objective the valuation of Electronic Arts, a US based gaming/entertainment company. The Company was founded back in 1982 and since then has been operating in the mentioned sector namely by making game software for platforms such as personal computers, consoles and more recently smartphones. The Company has been enjoying success through its game franchises mainly in the sports category. The valuation process was made through two methods: Discounted Cash flows and Multiple relative valuation. In the DCF method, the Company’s future cash flows are estimated and discounted to present day. All those cash flows are then summed and yield the Enterprise value. The next procedure would be to add the cash in the balance sheet and subtract the Company’s debt to yield the Equity value. If the Equity value is divided by the number of shares outstanding which will result in the estimated value per share. In the Multiples relative valuation process, the financials of similar companies are used to make a comparison between what those companies are valued and what the Company should be valued. Finally, after doing both processes a final recommendation of buying and/or holding the Company. 3 Abstract (em português) A seguinte tese de mestrado foi elaborada por David Cardoso sob a orientação do professor Dr. -
Towards a Crowdsourced Solution for the Authoring Bottleneck in Interactive Narratives
Heriot-Watt University Towards A Crowdsourced Solution For The Authoring Bottleneck In Interactive Narratives Michael Kriegel April 2015 Submitted for the degree of Doctor of Philosophy in Computer Science on completion of research in the Department of Mathematics, School of Mathematical and Computer Sciences. The copyright in this thesis is owned by the author. Any quotation from the thesis or use of any of the information contained in it must acknowledge this thesis as the source of the quotation or information. Abstract Interactive Storytelling research has produced a wealth of technologies that can be employed to create personalised narrative experiences, in which the audience takes a participating rather than observing role. But so far this technology has not led to the production of large scale playable interactive story experiences that realise the ambitions of the field. One main reason for this state of affairs is the difficulty of authoring interactive stories, a task that requires describing a huge amount of story building blocks in a machine friendly fashion. This is not only technically and conceptually more challenging than traditional narrative authoring but also a scalability problem. This thesis examines the authoring bottleneck through a case study and a literature survey and advocates a solution based on crowdsourcing. Prior work has already shown that combining a large number of example stories collected from crowd workers with a system that merges these contributions into a single interactive story can be an effective way to reduce the authorial burden. As a refinement of such an approach, this thesis introduces the novel concept of Crowd Task Adaptation. -
Titanfall 2 Is Now Available Worldwide
October 28, 2016 Titanfall 2 is Now Available Worldwide Respawn Entertainment Delivers Critically Acclaimed Action-Packed Single Player, Backed by Fast, Fluid Multiplayer in an Experience that is Unmatched LOS ANGELES--(BUSINESS WIRE)-- Respawn Entertainment and Electronic Arts Inc. (NASDAQ:EA) today announced that the highly anticipated Titanfall® 2 is now available in stores worldwide on Xbox One, the all-in-one games and entertainment system from Microsoft, Origin™ for PC, and for the first time in the franchise, the PlayStation®4 computer entertainment system. Winner of the Official Game Critics' Award for Best Online Multiplayer at the Electronic Entertainment Expo (E3) in June, Titanfall 2 builds on the signature Pilot and Titan combat the series is known for and provides a deeper, more robust experience that once again delivers innovative, unique, and exciting gameplay. Titanfall 2 is receiving universal praise from critics around the world, with Giant Bomb giving it a perfect 5 out of 5, calling it "fantastic", while Game Informer stated Titanfall 2 is a "must play", on their way to scoring it a 9.5 out of 10. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20161028005199/en/ "With Titanfall 2, we built on the dynamic Pilot and Titan gameplay established with the first Titanfall to deliver an experience that is deeper, more refined, yet still as fun as ever," said Vince Zampella, CEO of Respawn Entertainment. "In single player, we've crafted something that is unlike any other campaign out there, and in multiplayer, we once again deliver gameplay that feels, plays, and looks great." Featuring the first single player campaign in the series' history, Titanfall 2 delivers a carefully crafted action-adventure experience that provides a vibrant mix of exciting, innovative gameplay that brings fresh ideas and mechanics to the shooter Titanfall 2 is Now Available Worldwide (Graphic: Business Wire) genre. -
A Semantic Foundation for Mixed-Initiative Computational Storytelling
A Semantic Foundation for Mixed-Initiative Computational Storytelling B Ben Kybartas( ) and Rafael Bidarra Department of Intelligent Systems, Delft University of Technology, Delft, Netherlands {B.A.Kybartas,R.Bidarra}@tudelft.nl Abstract. In mixed-initiative computational storytelling, stories are authored using a given vocabulary that must be understood by both author and computer. In practice, this vocabulary is manually authored ad-hoc, and prone to errors and consistency problems. What is missing is a generic, rich semantic vocabulary that is reusable in different appli- cations and effectively supportive of advanced narrative reasoning and generation. We propose the integration of lexical semantics and com- monsense knowledge and we present GluNet, a flexible, open-source, and generic knowledge-base that seamlessly integrates a variety of lexi- cal databases and facilitates commonsense reasoning. Advantages of this approach are illustrated by means of two prototype applications, which make extensive use of the GluNet vocabulary to reason about and manipulate a coauthored narrative. GluNet aims to promote interoper- ability of narrative generation systems and sharing corpus data between fields of computational narrative. Keywords: Computational storytelling · Natural language · Semantics 1 Introduction Mixed-initiative computational storytelling, in which the author and computer create a narrative by collaboratively building a story, requires a rich and detailed representation of narrative. This is often done by creating a model of narrative, and then providing the author a ‘vocabulary’, a set of building blocks that can be used to tell pieces of a story and of which the semantics are known to the computer. The ‘words’ in the vocabulary may take the form of text, images, or even actions, depending upon the application.