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Analysis of Japanese folktales for the purpose of story generation
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Source ACM International Conference Proceeding Series; Vol. 349 archive
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts table of contents
Athens, Greece
SESSION: Interactive stories table of contents
Pages 415-419  
Year of Publication: 2008
ISBN:978-1-60558-248-1
Authors
Takaaki Kato  Kwansei Gakuin University, Sanda, Japan
Koji Miyazaki  Kwansei Gakuin University, Sanda, Japan
Ryohei Nakatsu  National University of Singapore, Singapore
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

We are developing an interactive folktale system in which users can enjoy both the generation of Japanese folktales as well as interaction with the system. In order to generate any kind of Japanese folktale, the system must give each character appearing in the folktales the ability to achieve a sufficient number of motions. To determine the number of motions that need to be prepared for the system, we carried out an analysis of the verbs that appear in Japanese folktales. Based on the analysis of 50 representative Japanese folktales, we found that the total number of verbs used is more than 2,000. By deleting the overlap of verbs in different folktales, while giving consideration to their meanings in actual usage, the number decreased to about 900. In addition, by restricting the verbs to those that can be expressed by computer graphics, the total number of verbs further decreased to about 100. Then we carried out experiments on generating various scenes of Japanese folktales by using several motion sets, each of which is a subset of the 100 motions corresponding to the reduced verbs. Finally, we evaluated the least number of animations needed to generate animations of sufficient quality.


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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Murray, J. 1997. Hamlet on the Holodeck, The Free Press.
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Mateas, M. and Stern, A. 2000. Socially Intelligent Agents: The Human in the Loop. AAAI Fall Symposium.
 
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Young, R. M. 2000. Creating Interactive Narrative Structures: The Potential for AI Approaches. AAAI Spring Symposium in Artificial Intelligence and Interactive Entertainment, AAAI Press.
 
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Prop, V. 1968. Morphology of the Folktale. University of Texas Press.
 
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100 Japanese Folktales, Kodansha (in Japanese) 1997.

Collaborative Colleagues:
Takaaki Kato: colleagues
Koji Miyazaki: colleagues
Ryohei Nakatsu: colleagues