BUILDING INTERACTIVE STORIES Anastasia Salter
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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. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Leadership Emerges Spontaneously During Games 29 April 2013
Leadership emerges spontaneously during games 29 April 2013 (Phys.org) —Video game and augmented-reality beekeeper's website that was supposedly hacked game players can spontaneously build virtual by aliens. The coded messages revealed teams and leadership structures without special geographic coordinates of real pay telephones tools or guidance, according to researchers. situated throughout the United States. Players then waited at those payphones for calls that contained Players in a game that mixed real and online more clues. worlds organized and operated in teams that resembled a military organization with only Because the game did not have a leadership rudimentary online tools available and almost no infrastructure, players established their own military background, said Tamara Peyton, doctoral websites and online forums on other websites to student in information sciences and technology, discuss structure, strategy and tactics. Penn State. A group of gamers from Washington, D.C., one of "The fact that they formed teams and interacted the most successful groups in the game, as well as they did may mean that game designers established an organization with a general and should resist over-designing the leadership groups of lieutenants and privates. The numbers of structures," said Peyton. "If you don't design the members in each rank were roughly proportional to leadership structures well, you shouldn't design the amount of soldiers who fill out ranks in the U.S. them at all and, instead, let the players figure it military, Peyton said. out." The players assigned their own ranks, rather than Peyton, who worked with Alyson Young, graduate have ranks dictated to them. -
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. -
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. -
A Heuristic Approach for Narrative- Driven Games
nr ik v H e d a ap a l sk M a EFFECTS OF INTERACTIVITY ON NARRATIVE-DRIVEN GAMES: A Heuristic Approach For Narrative- Driven Games Master Degree Project in Informatics One year Level 22,5 ECTS Spring term 2021 Sara Nil Acarsoy Supervisor: Mikael Johannesson Examiner: Per Backlund 1 Abstract In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players. Keywords: Video game narrative, storytelling, interactivity, narrative-driven games, storygames 2 Table of Contents 1. Introduction .................................................................................................................1 1.1 Purpose .............................................................................................................3 1.1.1 Previous Research ......................................................................................5 1.2 Overview and Structure ...................................................................................9 -
Interactive Narrative: an Intelligent Systems Approach
This is a preprint version of an article to appear in AI Magazine (in press). Interactive Narrative: An Intelligent Systems Approach Mark O. Riedl1 and Vadim Bulitko2 1School of Interactive Computing, Georgia Institute of Technology 2Department of Computing Science, University of Alberta Abstract Interactive narrative is a form of digital interactive experience in which users create or influence a dramatic storyline through their actions. The goal of an interactive narrative system is to immerse the user in a virtual world such that he or she believes that they are an integral part of an unfolding story and that their actions can significantly alter the direction and/or outcome of the story. In this article we review the ways in which artificial intelligence can be brought to bear on the creation of interactive narrative systems. We lay out the landscape of about 20 years of interactive narrative research and explore the successes as well as open research questions pertaining to the novel use of computational narrative intelligence in the pursuit of entertainment, education, and training. 1 Introduction Storytelling, in oral, visual, or written forms, plays a central role in various types of media, including novels, movies, television, and theatre. The prevalence of storytelling in human culture may be explained by the use of narrative as a cognitive tool for situated understanding [3]. This narrative intelligence| ability to organize experience into narrative form|is central to the cognitive processes employed across a range of experiences, from entertainment to active learning. It follows that computational systems possessing narrative intelligence may be able to interact with human users naturally because they under- stand collaborative contexts as emerging narrative and are able to express themselves by telling stories. -
Programming Interactive Worlds with Linear Logic
Programming Interactive Worlds with Linear Logic Chris Martens CMU-CS-15-134 September 2015 School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213 Thesis Committee: Frank Pfenning, Co-chair Karl Crary, Co-chair Andre´ Platzer Roger Dannenberg Anne-Gwenn Bosser Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Copyright c 2015 Chris Martens This research was sponsored by the National Science Foundation under grant numbers CCF-0546550, CNS-0716469, DGE-0750271; Qatar National Research Fund under grant number NPRP-096671100; and Commission of the European Communities under grant number FP-6506909. The views and conclusions contained in this document are those of the author and should not be interpreted as representing the official policies, either expressed or implied, of any sponsoring institution, the U.S. government or any other entity. Keywords: Programming Languages, Computational Logic, Game Design, Interac- tive Simulation, Interactive Storytelling, Interactive Fiction Abstract Interactive storytelling weaves together deep computational ideas with humanity’s rich history of story and play, providing an important context for tools and languages to be built. At the same time, formal specification languages offer a palette of representation and inference techniques typically reserved for the analysis of programming languages and complex deductive systems. This thesis connects problems in the interactive storytelling domain to solutions in formal specification. Specifically, we examine narrative from a structural point of view and observe that alternative narrative paths play a complementary role to simul- taneous interacting timelines. Linear logic provides the representational tools necessary to investigate this structure, and by extending the correspondence to proofs and proof construction, we find a suite of computational possibili- ties. -
Narratology for Interactive Storytelling: a Critical Introduction
Narratology for Interactive Storytelling: A Critical Introduction Marc Cavazza and David Pizzi School of Computing, University of Teesside, TS1 3BA Middlesbrough, United Kingdom {m.o.cavazza, d.pizzi}@tees.ac.uk Abstract. Most research in Interactive Storytelling (IS) has sought inspiration in narrative theories issued from contemporary narratology to either identify fundamental concepts or derive formalisms for their implementation. In the former case, the theoretical approach gives raise to empirical solutions, while the latter develops Interactive Storytelling as some form of “computational nar- ratology”, modelled on computational linguistics. In this paper, we review the most frequently cited theories from the perspective of IS research. We discuss in particular the extent to which they can actually inspire IS technologies and highlight key issues for the effective use of narratology in IS. Keywords: Interactive Storytelling, Narrative Theory, Virtual Actors. 1 Introduction Since the early descriptions of Swartout et al. [19] and Young [26], most Interactive Storytelling systems have integrated Artificial Intelligence (AI) techniques, which generate narrative actions sequences, with 3D graphics and animations, staging these narrative actions to produce the actual interactive story. However, AI formalisms can only succeed with appropriate processes for knowledge acquisition. When investigat- ing which domain knowledge could best support the IS endeavour, most researchers turned to narratology as the main discipline that could support narrative analysis and formalisation. In this paper, we review the main narrative theories that have inspired IS research and provide a critical insight into how these theories can support further develop- ments of our discipline1. One key question here would be to which extent narrative formalisms facilitate computational description [25]; as we shall see, many IS re- searchers have already embraced them with some success, although much remains to be done to take full benefit of these theories. -
Experiencing Interactive Storytelling
Experiencing Interactive Storytelling PhD Thesis Christian Roth VU University Amsterdam, 2015 This work is partially funded by the FP7 Programme of the European Commission in the context of the Network of Excellence IRIS — Integrating Research on Interac- tive Storytelling — project under Grant Agreement FP7-ICT-231824, and by the Friedrich Ebert Stiftung, Germany. Graduation Committee: Prof. Dr. E. Tan Universiteit van Amsterdam Prof. Dr. J. Jansz Erasmus Universiteit Rotterdam Prof. Dr. P. Petta Austrian Research Institute for AI Dr. T. Hartmann Vrije Universiteit Amsterdam Dr. M. Vosmeer Hogeschool van Amsterdam Copyright © 2015 by Christian Roth. ISBN 978-94-6259-972-7 Cover design by Ayşe Kongur ([email protected]). Printed by Ipskamp Drukkers. VRIJE UNIVERSITEIT Experiencing Interactive Storytelling ACADEMISCH PROEFSCHRIFT ter verkrijging van de graad Doctor aan de Vrije Universiteit Amsterdam, op gezag van de rector magnificus prof.dr. V. Subramaniam, in het openbaar te verdedigen ten overstaan van de promotiecommissie van de Faculteit der Sociale Wetenschappen op vrijdag 15 januari 2016 om 11.45 uur in de aula van de universiteit, De Boelelaan 1105 door Peter Christian Herbert Roth geboren te Würzburg, Duitsland promotor: prof.dr. P. Kerkhof copromotor: dr. I.E. Vermeulen “Interactivity is the sum and substance of the entire revolution that has been shaking our society for the last few decades.” Chris Crawford ACKNOWLEDGEMENTS Once upon a time, a young media psychologist went on a great journey to obtain his PhD in the Netherlands. He had to overcome many challenges, travelled around the world, made new friends and learned a lot about life. Long story short, as you read these lines, this journey has come to a good ending! I want to thank those that accompanied my journey and supported me during this great adventure. -
F001b23a38ae17cf54e23ccc4ff4
I Alternate Reality Games For Behavioral and Social Science Research Copyright © by Ruthanna Gordon, Ph.D. and ETC Press 2015 ISBN (Print): 978-1-312-78105-4 ISSN (Online): 978-1-312-91112-3 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. II Alternate Reality Games For Behavioral and Social Science Research Ruthanna Gordon, Ph.D. Production of this book was funded by the IARPA Office of Smart Collection TRUST Program, but it is not officially endorsed by ODNI, IARPA, or U.S. Government. All opinions and discussions in this review are those of the author, and do not necessarily reflect those of the ODNI, IARPA, or U.S. Government. III IV Table of Contents Executive Summary 1 1 Introduction 3 2 Current Practices and Limitations 7 3 Alternate Reality Games 15 4 What Can We Learn From Related Activities? 23 5 What Can We Learn From Analogous Activities? 31 6 How are ARGs Used in Research? 35 7 What Can We Learn From Other Applications of ARGs? 43 8 What Do Research ARGs Need For Success? 51 9 Making a Difference: How ARG-Based Methodologies Can Improve BSSR Research 87 10 Conclusions 97 Bibliography 99 Appendix 1: Games Discussed 110 Appendix 2: Recommended Readings 114 Appendix 3: What a Research ARG Might Look Like 116 Acknowledgements 119 About the Author 121 V VI Executive Summary Researchers in the behavioral, social, and neurophysiological sciences have recently begun to explore the limitations of many traditional lab and field-based studies. -
Immersive Realities
IMMERSIVE REALITIES An Expansion Pack for Landscape Architecture By Allison Ong A thesis submitted in partial fulfillment of the requirements for the degree of Master of Landscape Architecture University of Washington 2018 Committee: Thaisa Way, Jeff Hou Program Authorized to Offer Degree: Landscape Architecture University of Washington ABSTRACT Immersive Realities: An Expansion Pack for Landscape Architecture Allison Ong Chair of the Supervisory Committee: Thaisa Way Department of Landscape Architecture While studying abroad in Berlin, I had the experience of exploring a city the way I would explore a video game. I allowed myself to be led by curiosity, thoroughly investigated my surroundings, and © Copyright 2018 Allison Ong was frequently delighted by my findings. A simple walk felt like an adventure. It was a completely immersive experience, just like a good video game. The video game industry has developed remarkable tools to design virtual spaces that create memorable experiences for the player. The environments must be continuously engaging, because if the player gets bored, the game is likely to be a commercial failure. These requirements have shaped video game design to focus specifically on immersive player experience. Landscape architects design for immersive user experience as well. However, the breadth of their responsibilities (to clients, contractors, building codes, the environment, stakeholders, etc.) mean that their work is less narrowly focused on user experience. This thesis is a foray into video game environment design, with the intention of harvesting lessons learned from designing virtual space and sharing them with designers of the built environment. Allison Ong INTRODUCTION CONTENTS Playing Urban Explorers Introduction 1 Results ......................................................................21 In 2016 I studied abroad in Berlin.