Soft Interfaces for Interactive Storytelling: Learning About Identity and Communication
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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. -
KIMONO, a Descriptive Agent-Based Modelling Method for the Exploration of Complex Systems: an Application to Epidemiology
KIMONO, a descriptive agent-based modelling method for the exploration of complex systems: an application to epidemiology. Edouard Amouroux To cite this version: Edouard Amouroux. KIMONO, a descriptive agent-based modelling method for the exploration of complex systems: an application to epidemiology.. Modeling and Simulation. Université Pierre et Marie Curie - Paris VI, 2011. English. tel-00630779 HAL Id: tel-00630779 https://tel.archives-ouvertes.fr/tel-00630779 Submitted on 5 Dec 2011 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THESE DE DOCTORAT DE L’UNIVERSITE PIERRE ET MARIE CURIE Spécialité: Informatique (Ecole doctorale: EDITE) Présentée par Edouard AMOUROUX Pour obtenir le grade de DOCTEUR de l’UNIVERSITÉ PIERRE ET MARIE CURIE Sujet de la thèse : KIMONO: une méthode de modélisation descriptive centrée agent pour l'explication des systèmes complexes, une application en épidémiologie soutenue le 30/09/2011 devant le jury composé de : M. Directeur de thèse: Alexis Drogoul, Directeur de Recherche, IRD - UMMISCO / IFI - MSI Rapporteurs: David -
Metadefender Core V4.17.3
MetaDefender Core v4.17.3 © 2020 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of MetaDefender Core 14 1. Quick Start with MetaDefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Process Files with MetaDefender Core 21 2. Installing or Upgrading MetaDefender Core 22 2.1. Recommended System Configuration 22 Microsoft Windows Deployments 22 Unix Based Deployments 24 Data Retention 26 Custom Engines 27 Browser Requirements for the Metadefender Core Management Console 27 2.2. Installing MetaDefender 27 Installation 27 Installation notes 27 2.2.1. Installing Metadefender Core using command line 28 2.2.2. Installing Metadefender Core using the Install Wizard 31 2.3. Upgrading MetaDefender Core 31 Upgrading from MetaDefender Core 3.x 31 Upgrading from MetaDefender Core 4.x 31 2.4. MetaDefender Core Licensing 32 2.4.1. Activating Metadefender Licenses 32 2.4.2. Checking Your Metadefender Core License 37 2.5. Performance and Load Estimation 38 What to know before reading the results: Some factors that affect performance 38 How test results are calculated 39 Test Reports 39 Performance Report - Multi-Scanning On Linux 39 Performance Report - Multi-Scanning On Windows 43 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. -
Logo Tree Project
LOGO TREE PROJECT Written by P. Boytchev e-mail: pavel2008-AT-elica-DOT-net Rev 1.82 July, 2011 We’d like to thank all the people all over the globe and all over the alphabet who helped us build the Logo Tree: A .........Daniel Ajoy, Eduardo de Antueno, Hal Abelson B .........Andrew Begel, Carl Bogardus, Dominique Bille, George Birbilis, Ian Bicking, Imre Bornemisza, Joshua Bell, Luis Belmonte, Vladimir Batagelj, Wayne Burnett C .........Charlie, David Costanzo, John St. Clair, Loïc Le Coq, Oliver Schmidt-Chevalier, Paul Cockshott D .........Andy Dent, Kent Paul Dolan, Marcelo Duschkin, Mike Doyle E..........G. A. Edgar, Mustafa Elsheikh, Randall Embry F..........Damien Ferey, G .........Bill Glass, Jim Goebel, H .........Brian Harvey, Jamie Hunter, Jim Howe, Markus Hunke, Rachel Hestilow I........... J..........Ken Johnson K .........Eric Klopfer, Leigh Klotz, Susumu Kanemune L..........Janny Looyenga, Jean-François Lucas, Lionel Laské, Timothy Lipetz M.........Andreas Micheler, Bakhtiar Mikhak, George Mills, Greg Michaelson, Lorenzo Masetti, Michael Malien, Sébastien Magdelyns, Silvano Malfatti N .........Chaker Nakhli ,Dani Novak, Takeshi Nishiki O ......... P..........Paliokas Ioannis, U. B. Pavanaja, Wendy Petti Q ......... R .........Clem Rutter, Emmanuel Roche S..........Bojidar Sendov, Brian Silverman, Cynthia Solomon, Daniel Sanderson, Gene Sullivan, T..........Austin Tate, Gary Teachout, Graham Toal, Marcin Truszel, Peter Tomcsanyi, Seth Tisue, Gene Thail U .........Peter Ulrich V .........Carlo Maria Vireca, Álvaro Valdes W.........Arnie Widdowson, Uri Wilensky X ......... Y .........Andy Yeh, Ben Yates Z.......... Introduction The main goal of the Logo Tree project is to build a genealogical tree of new and old Logo implementations. This tree is expected to clearly demonstrate the evolution, the diversity and the vitality of Logo as a programming language. -
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. -
Starlogo TNG: the Convergence of Graphical Programming and Text Processing by Corey Mccaffrey
StarLogo TNG: The Convergence of Graphical Programming and Text Processing by Corey McCaffrey Submitted to the Department of Electrical Engineering and Computer Science in Partial Fulfillment of the Requirements for the Degrees of Bachelor of Science in Computer Science and Engineering and Master of Engineering in Electrical Engineering and Computer Science at the Massachusetts Institute of Technology May 26, 2006 Copyright 2006 Corey McCaffrey. All rights reserved. The author hereby grants to M.I.T. permission to reproduce and distribute publicly paper and electronic copies of this thesis and to grant others the right to do so. Author__________________________________________________________________ Department of Electrical Engineering and Computer Science May 26, 2006 Certified by______________________________________________________________ Eric Klopfer Thesis Supervisor Accepted by_____________________________________________________________ Arthur C. Smith Chairman, Department Committee on Graduate Theses 2 StarLogo TNG: The Convergence of Graphical Programming and Text Processing by Corey McCaffrey Submitted to the Department of Electrical Engineering and Computer Science May 26, 2006 In Partial Fulfillment of the Requirements for the Degrees of Bachelor of Science in Computer Science and Engineering and Master of Engineering in Electrical Engineering and Computer Science ABSTRACT StarLogo TNG is a robust graphical programming environment for secondary students. Despite the educational advantages of graphical programming, TNG has sustained criticism from some who object to the exclusion of a textual language. Recognizing the benefits of text processing and the power of controlling software with a keyboard, I sought to incorporate text-processing techniques into TNG’s graphical language. The key component of this work is an innovation dubbed “Typeblocking,” by which users construct block code through the use of a keyboard. -
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 -
Comparative Programming Languages CM20253
We have briefly covered many aspects of language design And there are many more factors we could talk about in making choices of language The End There are many languages out there, both general purpose and specialist And there are many more factors we could talk about in making choices of language The End There are many languages out there, both general purpose and specialist We have briefly covered many aspects of language design The End There are many languages out there, both general purpose and specialist We have briefly covered many aspects of language design And there are many more factors we could talk about in making choices of language Often a single project can use several languages, each suited to its part of the project And then the interopability of languages becomes important For example, can you easily join together code written in Java and C? The End Or languages And then the interopability of languages becomes important For example, can you easily join together code written in Java and C? The End Or languages Often a single project can use several languages, each suited to its part of the project For example, can you easily join together code written in Java and C? The End Or languages Often a single project can use several languages, each suited to its part of the project And then the interopability of languages becomes important The End Or languages Often a single project can use several languages, each suited to its part of the project And then the interopability of languages becomes important For example, can you easily -
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.