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A user-centric adaptive story architecture: borrowing from acting theories
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Source The Australasian Computing Education Conference; Vol. 74 archive
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology table of contents
Singapore
Pages: 109 - 116  
Year of Publication: 2004
ISBN:1-58113-882-2
Author
Magy Seif El-Nasr  Pennsylvania State University, State College, PA
Publisher
ACM  New York, NY, USA
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ABSTRACT

Interactive virtual environments are becoming increasingly popular for their utility in education, virtual training, and entertainment. These applications often rely on a scenario that is revealed to the user as he/she interacts with synthetic objects and characters that inhabit virtual worlds. Current interactive narrative architectures used in the interactive entertainment industry often use decision trees, which are hard to author and modify. Some interactive entertainment productions are starting to use more generative techniques, such as plan-based or goal-based narrative. In this paper, I present an interactive narrative architecture that extends current research in interactive narrative by integrating a user modeling and user behavior analysis technique, which I argue facilities a more engaging and fulfilling experience. I have implemented the architecture within an interactive story called Mirage. The architecture resulted from an iterative design and development process involving a team that included film and theatre professionals. During this design and development process, I have experimented and evaluated different narrative techniques, which resulted in the proposed architecture.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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