|
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.
| |
1
|
Aristotle Peotics, 1967.
|
 |
2
|
|
| |
3
|
J. Bates, B. Loyall, and S. Reilly. An Architecture for Action, Emotion, and Social Behavior, Carnegie Mellon University, Pittsburgh, 1992.
|
| |
4
|
J. Bates, B. Loyall, and S. Reilly. An Architecture for Action, Emotion, and Social Integrating Reactivity, Goals and Emotion in a Broad Agent, Carnegie Mellon University, Pittsburgh, 1992.
|
| |
5
|
R. Benedetti. Actor at Work. Prentice-Hall, Englewood Cliffs, 1994.
|
| |
6
|
J. Cassell. A Framework for Gesture Generation and Interpretation. in R. Cipolla and A. Pentland (eds) Computer Vision in Human-Machine Interaction, Cambridge University Press, New York, 191--215, 1998.
|
| |
7
|
J. Cassell and K. Thórisson. The Power of a Nod and a Glance: Envelope vs. Emotional Feedback in Animated Conversational Agents. Applied Artificial Intelligence. 3:519--538, 1999.
|
| |
8
|
D. Browne, M. Norman, D. Riches: Why Build Adaptive Interfaces. In: Adaptive User Interfaces, D. Browne, P. Totterdell, M. Norman (eds), pp. 15--57, Academic Press, 1990.
|
| |
9
|
M. Seif El-Nasr. Automatic Expressive Lighting for Interactive Scenes Computer Science, Northwestern University, Evanston, IL, 2003.
|
| |
10
|
J. Firby. Adaptive Execution in Complex Dynamic Worlds Department of Computer Science, Yale University, 1989.
|
| |
11
|
|
| |
12
|
H. Kautz and J. Allen. Generalized Plan Recognition. in AAAI-86, 32--37, 1986.
|
| |
13
|
B. Loyall. Believable Agents Computer Science Department, Carnegie Mellon University, Pittsburgh, 1997.
|
| |
14
|
M. Mateas and A. Stern. Interactive Drama A Thesis Proposal, Carnegie Mellon University, Pittsburgh, 2001.
|
| |
15
|
M. Mateas and A. Stern. Towards Integrating Plot and Character for Interactive Drama. in Socially Intelligent Agents: The Human in the Loop AAAI Fall Symposium 2000, (2000).
|
| |
16
|
|
| |
17
|
R. McKee. Story: Substance, Structure, Style, and the Principles of Screenwriting. HarperCollins, New York, 1997.
|
| |
18
|
R. Picard. Computers That Recognize and Respond to User Emotion. in International Conference on User Modeling, 2003.
|
| |
19
|
S. Reilly. Believable Social and Emotional Agents Computer Science Department, Carnegie Mellon University, Pittsburgh, 1996.
|
| |
20
|
E. Rich. User Modeling via Stereotypes. Cognitive Science, 3 (4). 329--354, 1979.
|
| |
21
|
Stanislavski An Actor Prepares. Theatre Arts Books, New York, 1936.
|
| |
22
|
Stanislavski. Building a Character. Theatre Arts Books, New York, 1949.
|
| |
23
|
V. Tsiriga and M. Virvou. Initializing the Student Model using Stereotypes and Machine Learning. in IEEE International Conference on Systems, Man, and Cybernetics, 2002.
|
| |
24
|
P. Weyhrauch. Guiding Interactive Drama, Carnegie Mellon University, Pittsburgh, 1997.
|
| |
25
|
M. Young. Notes on the use of plan structures in the creation of interactive plot. in AAAI Fall Symposium on Narrative Intelligence, 2000.
|
|