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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Interactive storytelling engines

Ong, Teong Joo 30 October 2006 (has links)
Writing a good story requires immense patience, creativity and work from the author, and the practice of writing a story requires a good grasp of the readers' psychology to create suspense and thrills and to merge the readers' world with that of the story. In the digital writing space, authors can still adhere to these rules of thumb while being aware of the disappearance of certain constraints due to the added possibility of narrating in a nonlinear fashion. There are many overlapping approaches to interactive storytelling or authoring, but each of the approaches has its own strengths and weaknesses. The motivation for this research arises from the perceived need for a new hybrid approach that coalesces and extends existing approaches. Since each of the approaches empowers certain aspects of the storytelling and narration process, the result forces a new research direction which eliminates certain weaknesses exhibited by a single approach, due to the synergistic nature of the various approaches. We have developed: 1) a Hybrid Evolutionary-Fuzzy Time-based Interactive (HEFTI) storytellling engine that generates dynamic stories from a set of authored story constructs given by human authors; 2) a set of authoring tools that allow authors to generate the needed story constructs; and, 3) a storytelling environment for them to orchestrate a digital stage play with computer agents and scripts. We have conducted a usability study and system evaluation to evaluate the performance of the engine. Our experiments and usability study have shown that the authoring environment abstracted the complexity of authoring an interactive, dynamic story from the authors with the use of windows-based interfaces to help them visualize various aspects of a story. This reduces the amount of learning and knowledge required to start having the pleasure of authoring dynamic stories. The studies also revealed certain features and tools that may be reflected by authoring tools in the future to automate various aspects of the authoring process so that the authors may spend more time thinking rather than writing (or programming) their stories.
2

How interactive storytelling in a digital role-playing game can improve the learnability of Japanese Kanji

Windhaber, Kevin January 2018 (has links)
This work explores the possibility of Interactive Storytelling being able to mediate meanings of Chinese Characters used in the Japanese language, or kanji, and successful learning foundations of kanji. A great inspiration for this work was Dr. James Heisig and his series of books “Remembering the Kanji”. The advanced learning principles he proposed were used as a foundation to create an interactive storytelling experience prototype to test if students were able to pick up on said learning strategies and also meanings of kanji. Furthermore, to ensure didactical correctness of the software teachers of Japanese and Japanese studies were asked as well to participate in the test phase with the request for didactic feedback. The obtained results showed that learnability was improved, speaking for the future prospects of this project.
3

Characterising action potential in virtual game worlds applied with the mind module

Eladhari, Mirjam Palosaari January 2010 (has links)
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC’s personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC’s current emotional state in terms of ‘mood’. The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships. There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC’s state of mind through these weighted relationships, resulting in values characterising for a PC’s personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can ‘feel’ anger toward another PC. This thesis also describes a guided paper-prototype play-test of the VGW prototype World of Minds, in which the game mechanics build upon the MM’s model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the ‘mental physics’ of the MM may open up new possibilities. The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood PCs are in they can cast different ‘spells’, which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which ‘affective actions’ they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others’ emotions, which - if they are strong - may result in sentiments toward each other. PCs’ personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs’ states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
4

Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices

Eakins, Michael Joseph 01 January 2017 (has links)
Balancing passive and interactive experiences within a narrative experience is an area of research that has broad applicability to the video game, cinematic, and comic book industries. Each of these media formats has attempted various experiments in interactive experience. The goal of this research was to better understand how to construct an interactive narrative experience that preserves the integrity of the author's story, but allows for inspired interaction by a willing audience. A study was designed to test three different conditions. The two control conditions were examples of passive narrative storytelling: the Comic Book Condition and the Cinematic Condition. The experimental condition was a hybrid format of interactive and passive storytelling, wherein the participant had the opportunity to interact with the story to further engage with the narrative world. Participants used a mobile tablet to experience each format, geared toward minimizing the separation of the participant from the story. Touch / swipe interactions were used for the hybrid format to create as intuitive of an experience as possible. Narrative Transportation, engagement, and flow were the primary evaluators of the narrative's effectiveness for each participant. An analysis of the data showed that, in general, the current Beyond Panels framework was not effective in producing higher levels of reported Narrative Transportation, engagement, or flow. However, of those participants in the Beyond Panels condition, those that interacted more consistently throughout the experience did report higher Narrative Transportation compared to those that had minimal interaction. Data was collected to better understand the relationship that optional interactivity has with these factors. The results of this study will help to further research in the areas of interactive storytelling for mobile platforms. The results will be used to continue to evolve a framework for this hybrid storytelling format called Beyond Panels.
5

'Implicit creation' : non-programmer conceptual models for authoring in interactive digital storytelling

Spierling, Ulrike Martina January 2012 (has links)
Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work.
6

Predicting User Choices in Interactive Narratives using Indexter's Pairwise Event Salience Hypothesis

Farrell, Rachelyn 19 May 2017 (has links)
Indexter is a plan-based model of narrative that incorporates cognitive scientific theories about the salience—or prominence in memory—of narrative events. A pair of Indexter events can share up to five indices with one another: protagonist, time, space, causality, and intentionality. The pairwise event salience hypothesis states that when a past event shares one or more of these indices with the most recently narrated event, that past event is more salient, or easier to recall, than an event which shares none of them. In this study we demonstrate that we can predict user choices based on the salience of past events. Specifically, we investigate the hypothesis that when users are given a choice between two events in an interactive narrative, they are more likely to choose the one which makes the previous events in the story more salient according to this theory.
7

On the Subject of Retroactive Characterisation in Games

Cimino, Santino, Persson Lundh, Linus January 2020 (has links)
This paper will create, define & develop the concept of retroactive characterisation as a narrative device for games. In doing so, it will investigate a method of conveying character and narrative to a player after a given event has already taken place, hence, retroactively. The paper will present data collected through surveys and interviews held in conjunction with test sessions. The paper presents and discusses this data through compiled diagrams and interview transcripts, in order to fulfill its purpose of determining the validity of retroactive characterisation as a narrative device in games.
8

Exploring Auditive Story Worlds : Design Sensitivities for Multi-linear Real Time, Mixed Reality, Interactive Storytelling Systems / Utforskande av auditiva berättelsevärldar : Designinsikter för interaktivt, multilinjärt historieberättande i blandad verklighet och realtid

Blomkvist Rova, Ariel January 2020 (has links)
Like reading a book, stories told orally or acted out auditory invite subjective co-construction of narrative events through imagination. While an interesting characteristic, audio-based, fictive storytelling is not well explored in HCI. Eavesdropper is a prototype system for Mixed Reality Audionarrative, the stage being a miniature house and the actors residing in a spatialized, virtual, audio world. This work accounts for development and evaluation of some contextually unconventional, properties of one current iteration of the system, aimed at facilitating an exploratory mindset: sections of the narrative unfolding in parallel, controlled by parameters the user is only partially aware of. Through qualitative evaluation with users, I report on how these properties affected the way a story world was experienced, explored and interpreted. The findings, coupled with reflections on the design choices made, are then synthesized to a set of design sensitivities meant to inform and spur discussion and further inquiry into similar systems exploring audio as the primary mean for conveying narrative. / En historia som berättas muntligt, eller drama som ageras ut med rösten (t.ex. radioteater), låter lyssnaren subjektivt konstruera händelser som bilder i den egna fantasin. Det här är en intressant egenskap hos ljudbaserat berättande men inte särskilt utforskat inom Människa-datorinteraktion. Speciellt inte vad gäller fiktiva berättelser för ett underhållningssyfte. Eavesdropper är ett experimentellt, Mixed Reality-system där det dramatiska berättandet har sin hemvist i den virtuella sfären men kontrolleras genom positionering i det fysiska rummet. I den aktuella iterationen är den fysiska platsen ett fullt inrett modellhus i liten skala som agerar scen åt skådespelarnas röster. I den här uppsatsen beskriver jag utvecklings- och utvärderingsarbetet med den aktuella iterationen där särskilt fokus lagts på några berättartekniskt och designmässigt icke-konventionella egenskaper: Användaren uppmuntras att subjektivt utforska berättelsevärlden och dramats olika trådar löper parallellt i realtid utan synbar logik. Genom kvalitativa utvärderingsmetoder så undersöker jag hur dessa egenskaper påverkar hur användare upplever, utforskar och tolkar berättelsevärlden. Resultaten tillsammans med reflektion över designprocessen ligger slutligen till grund för en uppsättning mjuka riktlinjer vilka är menade att användas för att orientera framtida diskussioner om, eller experiment med, liknade system där ljudmedia är huvudsaklig bärare av dramatiskt berättande
9

The Nemesis System: How games create stories

Parosu, Ioana, Hage, Elin, Magnusson, Sofie January 2022 (has links)
This paper analyzes the Nemesis System in Middle Earth: Shadow of War (2017) developed by Monolith Productions and explores the system’s way of creating stories. For years, there has been a debate about whether or not stories belong in games, with supporters on all sides. There are different ways to provide stories in games and in this study, the focus has been on game mechanics, emergent narrative, and interactive storytelling. These three elements are all common ways of creating stories in games. Formal Analysis is the main method used in this paper. This specific method often pairs well with smaller systems of larger games rather than an entire game, as it examines specific elements closely and explains them in detail. The game was played one time by each author and the system’s behavior was documented to be able to examine it fully. This analysis aims to provide knowledge of how stories in games can be created, and it focuses specifically on how the Nemesis System manages to do so using mechanics, interactive storytelling, and emergent narrative.
10

Interactive digital storytelling and tangibility in cultural heritage museums

Lilja, Josefin January 2014 (has links)
This paper focuses on how a single installation can enhance personalization of the information in cultural heritage museums and enhance the overall experience using interactive digital storytelling and the ability to touch artefacts. Interaction design methods helped establish best practices centring on usability. In the process low- fidelity and mid-fidelity prototypes were created based on the field studies such as obeservations in exhibits and interviewing professionals in different museums. The conclusion could be made that artefact and the purpose of the exhibit as an whole does get more intense if one has the opportunity to touch and make it part of the visitors journey can be said.

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