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Showing papers presented at "International Conference on Interactive Digital Storytelling in 2011"


Book ChapterDOI
28 Nov 2011
TL;DR: The application of the method and the questionnaire is exemplified by an investigation of continuation desire in the experiential learning scenario, "The First Person Victim", where participants experience a non-pleasant emergent narrative concerned with being a victim of war.
Abstract: Engagement in interactive experiences is a complex, multi-dimensional concept that can be determined by a variety of factors which are dependent on user preferences and media content However, one fundamental requirement of any interactive experience is the desire to continue the experience, and this study is concerned with investigating engagement in interactive narratives by focusing on this aspect In the present approach, engagement is described as the user's desire to continue an activity in order to accomplish an objective while experiencing affect In order to investigate engagement during run time, this description is used as a foundation for formulating an intrusive method and the Engagement Sampling Questionnaire The application of the method and the questionnaire is exemplified by an investigation of continuation desire in the experiential learning scenario, "The First Person Victim", where participants experience a non-pleasant emergent narrative concerned with being a victim of war

51 citations


Book ChapterDOI
28 Nov 2011
TL;DR: It is shown for the first time that the expressive generation engine can operate on content from the story structures of an RPG and that the parameter models learned from film dialogue are generally perceived as being similar to the character that the model is based on.
Abstract: This paper presents a method for learning models of character linguistic style from a corpus of film dialogues and tests the method in a perceptual experiment. We apply our method in the context of SpyFeet, a prototype role playing game. In previous work, we used the Personage engine to produce restaurant recommendations that varied according to the speaker's personality. Here we show for the first time that: (1) our expressive generation engine can operate on content from the story structures of an RPG; (2) Personage parameter models can be learned from film dialogue; (3) Personage rule-based models for extraversion and neuroticism are be perceived as intended in a new domain (SpyFeet character utterances); and (4) that the parameter models learned from film dialogue are generally perceived as being similar to the character that the model is based on. This is the first step of our long term goal to create off-the-shelf tools to support authors in the creation of interesting dramatic characters and dialogue partners, for a broad range of types of interactive stories and role playing games.

44 citations


Book ChapterDOI
28 Nov 2011
TL;DR: This paper presents an analysis of design patterns present in existing RPGs that aims to better understand common design practices for quests and levels at many different levels of granularity.
Abstract: The design of role-playing games (RPGs) is very complex, involving an intricate interweaving of narrative, quest design, and level design. As an important means for conveying the game's story, quests dictate the setting and contents of levels. Levels provide challenges for the player to overcome in the service of completing quests, and their structure can invite the inclusion of certain kinds of quests. This paper presents an analysis of design patterns present in existing RPGs that aims to better understand such relationships. These patterns identify common design practices for quests and levels at many different levels of granularity.

44 citations


Book ChapterDOI
28 Nov 2011
TL;DR: This article describes a framework for the mixed-initiative collaborative creation of introductions to improvised theatrical scenes based on the empirical study of experienced improvisational actors and the processes they use to reach shared understanding while creating the scene.
Abstract: This article describes a framework for the mixed-initiative collaborative creation of introductions to improvised theatrical scenes. This framework is based on the empirical study of experienced improvisational actors and the processes they use to reach shared understanding while creating the scene. Improvisation is a notable creative act, where the process of creating the scene is as much a product as the scene itself. Our framework models the processes of narrative scene establishment. It is designed to allow for the collaborative co-creation of the narrative by both human and computational improvisers. This mixed-initiative approach allows either type of improviser (AI or human) to deal with the ambiguities that are inherent to improvisational theatre. This emphasis on equal collaborative creation also differentiates this framework from existing work in story generation and interactive narrative.

36 citations


Book ChapterDOI
28 Nov 2011
TL;DR: A National Institutes of Health-funded DVD interactive video intervention that simulated a "virtual date" with guides/mentors reduced sexual risk over 3-months for Black, Latino and Caucasian young MSM.
Abstract: Although young men who have sex with men (MSM) are at high risk for contracting HIV, few interventions address the affective/automatic factors (e.g., sexual arousal, shame/stigma) that may precipitate young MSM's risk-taking. A National Institutes of Health (NIH)-funded DVD interactive video intervention that simulated a "virtual date" with guides/mentors reduced sexual risk over 3-months for Black, Latino and Caucasian young MSM. In the current work, limitations of the DVD format (e.g., number of different risk challenges MSM encounter; DVD quickly becomes dated) were addressed with 3-D animated intelligent agents/interactive digital storytelling using a Unity Game platform. The development (e.g., design, art, social science formative research, etc.) of this NIH funded game for changing risky behavior is described as well as the ongoing national randomized "on-line" evaluation over 6 months.

29 citations


Book ChapterDOI
28 Nov 2011
TL;DR: It is argued that reimagining interaction as participation in a story opens up an important new design space for digital narratives: one which emphasizes the readerly pleasure of transforming into a character rather than the authorial pleasure of rewriting the events of the story.
Abstract: It is common within the interactive narrative research community to conflate interaction with changing the outcome of a story. In this paper we argue that reimagining interaction as participation in a story opens up an important new design space for digital narratives: one which emphasizes the readerly pleasure of transforming into a character rather than the authorial pleasure of rewriting the events of the story. We draw on theories of method acting and performance as a model for participating within a story and provide examples from several recent games that support this type of narrative.

24 citations


Book ChapterDOI
28 Nov 2011
TL;DR: This paper tested different methods of implementing the decision process in such a scenario using speech input and found that Full Body Gestures were easier to perform and, in general, preferred to controlling a cursor with one hand and hitting buttons with it.
Abstract: Game Books can offer a well-written, but non-linear story, as readers always have to decide, how to continue after reading a text passage. It seems very logical to adopt such a book to investigate interaction paradigms for an interactive storytelling scenario. Nevertheless, it is not easy to keep the player motivated during a long-winded narrated story until the next point of intervention is reached. In this paper we tested different methods of implementing the decision process in such a scenario using speech input and tested it with 26 participants during a two player scenario. This revealed that with an omitted on-screen prompt the application was less easy to use, but caused considerably more user interaction. We further added additional interactivity with so-called Quick Time Events (QTEs). In these events, the player has a limited amount of time to perform a specific action after a corresponding prompt appeares on screen. Different versions of QTEs were implemented using Full Body Tracking with Microsoft Kinect, and were tested with another 18 participants during a two player scenario. We found that Full Body Gestures were easier to perform and, in general, preferred to controlling a cursor with one hand and hitting buttons with it.

23 citations


Book ChapterDOI
28 Nov 2011
TL;DR: This paper proposes that traditional story patterns are thought of as an available abstraction technology, containing strategies of parameterization and encapsulation that could be useful for creating digital narratives with meaningful variation of story elements.
Abstract: This paper proposes that we think of traditional story patterns as an available abstraction technology, containing strategies of parameterization and encapsulation that could be useful for creating digital narratives with meaningful variation of story elements. An example domain of a woman with two or more potential sexual/romantic partners is used to illustrate how such an approach could leverage the dramatic compression of narrative traditions to identify meaningful variations, in order to support coherent composition by authors and increase dramatic agency for interactors.

21 citations


Book ChapterDOI
28 Nov 2011
TL;DR: This paper presents novel techniques for repairing story plans while maintaining plot coherence and demonstrates their ability to enhance the robustness of adaptive storytelling in dynamic game worlds.
Abstract: Most stories constructed by game designers are inherently linear in nature, with the result that player interactions have limited impact on the direction of the game narrative. Massively multiplayer online role-play games (MMORPGs) typically contain thousands of linearly scripted storylines, and stories generally do not adapt to player interactions or changes in the gameworld state. However, there is some evidence that interactive storytelling techniques may have the potential to enhance narrative experience in these online worlds. An important challenge is the need for ongoing stories to be seamlessly adapted when story plans are invalidated by unforeseen events in the game world, such as the actions of player characters. In this paper we present novel techniques for repairing story plans while maintaining plot coherence and demonstrate their ability to enhance the robustness of adaptive storytelling in dynamic game worlds.

20 citations


Book ChapterDOI
28 Nov 2011
TL;DR: This paper gives an overview of the UK network RIDERS --- Research in Interactive Drama Environments, Role-Play and Story-telling, running for 36 months from September 2011, and discusses the three central themes: theoretical work on the conflict between interactivity and narrative content, problems, issues and tools relating to authoring, and directions in evaluation.
Abstract: This paper gives an overview of the UK network RIDERS --- Research in Interactive Drama Environments, Role-Play and Story-telling, running for 36 months from September 2011. It discusses the three central themes of RIDERS: theoretical work on the conflict between interactivity and narrative content, problems, issues and tools relating to authoring, and directions in evaluation. It gives a brief overview of the current position in each of these areas and suggests how RIDERS activity might be able to contribute to them. Finally it summarises the overall RIDERS programme of activity.

18 citations


Book ChapterDOI
28 Nov 2011
TL;DR: A framework for generating a well-edited movie from interactively generated scene contents and cameras is presented and a system computes a sequence of shots by simultaneously choosing which camera to use, when to cut in and out of the shot, andwhich camera to cut to.
Abstract: Generating interactive narratives as movies requires knowledge in cinematography (camera placement, framing, lighting) and film editing (cutting between cameras). We present a framework for generating a well-edited movie from interactively generated scene contents and cameras. Our system computes a sequence of shots by simultaneously choosing which camera to use, when to cut in and out of the shot, and which camera to cut to.

Book ChapterDOI
28 Nov 2011
TL;DR: The approach discussed here combines a theoretical framework introduced previously with a concrete implementation in the form of the Advanced Stories Authoring and Presentation System (ASAPS), a software package that aims to foster experimentation by providing tools which are easy to use.
Abstract: Research on the emerging form of interactive digital narrative (IDN) concerns both theory and practice. The approach discussed here combines a theoretical framework introduced previously with a concrete implementation in the form of the Advanced Stories Authoring and Presentation System (ASAPS), a software package that aims to foster experimentation by providing tools which are easy to use. Furthermore ASAPS differentiates itself from other authoring tools by emphasizing extensibility and collaboration with other software. Therefore, the first implementation of this tool set foregrounds a flexible, modular architecture over computational sophistication.

Book ChapterDOI
28 Nov 2011
TL;DR: This paper describes a framework for controlling the varied activities of groups of background characters (representing extras or supernumeraries) with a centralized entity called the Group Coordinator that dispatches events to agents based on their situational and locational context.
Abstract: This paper describes a framework for controlling the varied activities of groups of background characters (representing extras or supernumeraries). Our platform is built upon an event-centric agent control model, which shifts behavior authoring from writing complex reactive agents to authoring particular activities. This approach allows us to achieve diverse, complex, and collaborative activities while the agents themselves stay simple and generic. An event is defined generically on agent roles, and can be dispatched to any set of agents that can fill those roles. This allows us to control macro-level group behavior with a centralized entity called the Group Coordinator that dispatches events to agents based on their situational and locational context (which can be controlled by an author). What results a structure for controlling macroscopic behavior for groups of background agents.

Book ChapterDOI
28 Nov 2011
TL;DR: Based on interviews with players, this article outlines frames in storytelling games, expands the concept and suggests how this can be used in designs with examples from current and future storytelling support tools.
Abstract: The purpose of this article is to aid the design of support tools for storytelling games, and to ease the analysis and understanding of storytelling games by expanding the hitherto available framing. Based on interviews with players, it outlines frames in storytelling games, expands the concept and suggests how this can be used in designs with examples from current and future storytelling support tools.

Book ChapterDOI
28 Nov 2011
TL;DR: A dynamic Bayesian network framework was designed to model director agent intervention strategies and produced promising results in an interactive narrative-centered learning environment.
Abstract: Interactive narrative environments offer significant potential for creating engaging narrative experiences. Increasingly, applications in education, training, and entertainment are leveraging narrative to create rich interactive experiences in virtual storyworlds. A key challenge posed by these environments is building an effective model of the intervention strategies of director agents that craft customized story experiences for users. Identifying factors that contribute to determining when the next director agent decision should occur is critically important in optimizing narrative experiences. In this work, a dynamic Bayesian network framework was designed to model director agent intervention strategies. To create empirically informed models of director agent intervention decisions, we conducted a Wizard-of-Oz (WOZ) data collection with an interactive narrative-centered learning environment. Using the collected data, dynamic Bayesian network and naive Bayes models were learned and compared. The performance of the resulting models was evaluated with respect to classification accuracy and produced promising results.

Book ChapterDOI
28 Nov 2011
TL;DR: This paper describes how the Comme il Faut system is used to support emergent social interactions between the player and the game characters based on player's traits and the social state of the game world.
Abstract: Computer role-playing games (CRPGs) have strong narratives, but in general lack a density of interesting and meaningful choices for the player within the story. We have identified two main components of player interaction within the story--quests and character interaction--to address in a new playable experience, Mismanor. In this paper we focus on the character interaction aspect. In particular, it describes how we use the Comme il Faut system to support emergent social interactions between the player and the game characters based on player's traits and the social state of the game world. We discuss the design and creation of the game as well as the modifications to the systems required to support this new CRPG experience.

Book ChapterDOI
28 Nov 2011
TL;DR: This paper proposes a new approach that places central focus on text, the core of journalism, based on insights from fictional interactive digital storytelling, drawing upon the convention of interactive fiction.
Abstract: The development of digital journalism, an important area of storytelling, has focused primarily on incorporating interactive multimedia components to traditional linear news stories. In this paper, we propose a new approach that places central focus on text, the core of journalism, based on insights from fictional interactive digital storytelling. Drawing upon the convention of interactive fiction, we present our preliminary work on interactive non-fiction.

Book ChapterDOI
28 Nov 2011
TL;DR: OPARIS, an OPen ARchitecture for Interactive Storytelling, which aims at facilitating and fostering the integration of various and heterogeneous Interactive Storytellers components based on a modular decomposition of functionalities and a specification of the various messages that different modules exchange with each other.
Abstract: This article introduces OPARIS, an OPen ARchitecture for Interactive Storytelling, which aims at facilitating and fostering the integration of various and heterogeneous Interactive Storytelling components. It is based on a modular decomposition of functionalities and a specification of the various messages that different modules exchange with each other.

Book ChapterDOI
28 Nov 2011
TL;DR: This paper describes a framework of questions intended to interrogate the fundamental intellectual commitments that underlie the design of interactive narratives to reveal new avenues for research and design in IDS that are as yet unexplored.
Abstract: Research into Interactive Digital Storytelling (IDS) is often undertaken through a process of conceptualization, design, prototyping, and evaluation. In this paper we describe a framework of questions intended to interrogate the fundamental intellectual commitments that underlie the design of interactive narratives. We close with a brief description of two interactive narrative systems that were developed to demonstrate how different design commitments can result in new and interesting IDS experiences. We contend that examining the underlying intellectual commitments of our designs reveals new avenues for research and design in IDS that are as yet unexplored.

Book ChapterDOI
28 Nov 2011
TL;DR: This paper studies the structure of the interactive narrative game Heavy Rain and reveals some economic design strategies that address the problem.
Abstract: Designing interactive narrative has been focused intensively on creating "smart" storytelling systems that react intelligently to players. Such systems, however, take a lot resource to develop and, as a result, rarely produce a full-scale narrative experience. This paper studies the structure of the interactive narrative game Heavy Rain and reveals some economic design strategies that address the problem.

Book ChapterDOI
28 Nov 2011
TL;DR: Different visualizations are proposed that can be used to more effectively analyze interactive narrative systems, and a case study is presented that applies these techniques to analysis of player logs from the interactive drama Fa$#231;ade.
Abstract: Video games increasingly take place in dynamic worlds with more autonomous characters and highly variable and moldable narratives. However, our tools for studying how players interact with these complex worlds are severely limited. In this paper, we propose different visualizations that can be used to more effectively analyze interactive narrative systems, and present a case study that applies these techniques to analysis of player logs from the interactive drama Fa$#231;ade.

Book ChapterDOI
28 Nov 2011
TL;DR: A case study of interactive story creation, in which a proof mechanism based on Linear Logic was applied to the authoring process to find possible problems within a huge possibility space of resulting discourses.
Abstract: We present a case study of interactive story creation, in which we applied a proof mechanism based on Linear Logic to the authoring process. After initial scenario modeling for dynamic plot generation based on planning, we used the mechanism in iterations of refinements to find possible problems within a huge possibility space of resulting discourses. We describe first results of our case study, discuss prospects and limitations and point out future work.

Book ChapterDOI
28 Nov 2011
TL;DR: A new perspective, based on the concept of social masks, for the simulation of a realistic NPC (Non-Player Character) behavior, where the NPC tendencies are controlled by the interactions of three overlapping mask layers: self-perception layer, social layer and interpersonal layer.
Abstract: This paper proposes a new perspective, based on the concept of social masks, for the simulation of a realistic NPC (Non-Player Character) behavior. The Mask Model goal is to support AI techniques for autonomous agents by encouraging or discouraging behaviors according to the social environment and by providing knowledge about possible reactions to the agent actions. In this approach, the NPC tendencies are controlled by the interactions of three overlapping mask layers: self-perception layer, social layer and interpersonal layer. The masks mould the tendencies, the feelings and the ethics of a NPC. By changing the links between characters and masks, a wide variety of different behaviors and story-lines may arise. The paper present an algorithm for the selection of the actions and an example implementation.

Book ChapterDOI
28 Nov 2011
TL;DR: It is argued that, when an interactive story makes use of a reframing to encourage rereading, the requirements for narrative coherence, selection and ordering extend across reading sessions.
Abstract: A central problem for interactive storytelling research is how to create a story which procedurally varies as the result of a user's actions, while still feeling like a story. Research has largely concentrated on how to provide coherent variations each time a user experiences an interactive story, without consideration for the relationship between subsequent experiences. This paper examines the issues that arise when designing an interactive story system which is intended to be reread as the result of a reframing. Through a discussion of several types of reframing drawn from non-interactive films, we argue that, when an interactive story makes use of a reframing to encourage rereading, the requirements for narrative coherence, selection and ordering extend across reading sessions. This introduces constraints in terms of what can be varied procedurally in response to user actions which do not occur in interactive stories which are not explicitly designed to be reread.

Book ChapterDOI
28 Nov 2011
TL;DR: This work presents a solution to the geo-specificity problem called location translation, which transforms ARG stories from one geographical location to another, making them playable anywhere.
Abstract: Alternate Reality Games (ARGs) are interactive narrative experiences that engage the player by layering a fictional world over the real world. Mobile ARGs use geo-location aware devices to track players as they visit real-world locations to progress the story. ARG stories are often geo-specific, requiring players to visit specific locations in the world and, as a result, ARGs are played infrequently and only by those who live within proximity of the locations that the stories reference. We present a solution to the geo-specificity problem called location translation, which transforms ARG stories from one geographical location to another, making them playable anywhere. We show that location translation addresses fundamental scalability challenges that arise from geo-specificity.

Book ChapterDOI
28 Nov 2011
TL;DR: This paper presents and illustrates a computational model of status shifts based on the cognitive semantics theory of force dynamics and focuses on the use of character status and status shifts.
Abstract: A key challenge in computer-based interactive narrative is the conflict between user agency and authorial control of the story quality. Valuable lessons can be learned from improvisational and especially interactive theatre, where various narrative and interactive strategies have been developed to engage users in the process of co-creating the story. In this paper, we focus on the use of character status and status shifts. Specifically, we present and illustrate a computational model of status shifts based on the cognitive semantics theory of force dynamics.

Book ChapterDOI
28 Nov 2011
TL;DR: The StoryStream system as discussed by the authors constructs a documentary type of narrative of user generated non-fiction stories, which are orally presented to a visitor of a neighbourhood while he or she freely explores the surroundings.
Abstract: In this paper we present the StoryStream system, a mobile application that constructs a documentary type of narrative of user generated non-fiction stories, which are orally presented to a visitor of a neighbourhood while he or she freely explores the surroundings. The aim of the system is to enhance the exploration experience by providing context related information that adapts to the information interests of the user.

Book ChapterDOI
28 Nov 2011
TL;DR: This work presents Voodoo, a prototype of a system where children take over the role of a movie director, animating virtual characters with action figures, based on movement patterns and on the narrative context of a well-known story.
Abstract: Dolls, employed as tangible interfaces, have the potential to provide an easy to learn interaction device that allows children to animate virtual characters in an intuitive way. We assume that dolls and action figures are more compelling, easy to use, and immersive for children than standard interfaces to create movies. We present Voodoo, a prototype of a system where children take over the role of a movie director, animating virtual characters with action figures. Voodoo translates the action figures movements into animations, based on movement patterns and on the narrative context of a well-known story. We maintain that our approach will easily and joyfully empower children to create animated stories.

Book ChapterDOI
28 Nov 2011
TL;DR: A computational model for finding the tilt in a narrative environment with no pre-authored story structures is presented, based on the own cognitively-based empirical studies of real world improvisers.
Abstract: Improvisational theatre (improv) is a real world example of an interactive narrative environment that has a strong focus on the collaborative construction of narrative as a joint activity. Although improv has been used as an inspiration for computational approaches to interactive narrative in the past, those approaches have generally relied on shallow understandings of how theatrical improvisation works in terms of the processes and knowledge involved. This paper presents a computational model for finding the tilt in a narrative environment with no pre-authored story structures, based on our own cognitively-based empirical studies of real world improvisers.

Book ChapterDOI
28 Nov 2011
TL;DR: This paper presents an experimental approach in which an interactive demonstrator has been evaluated in two different versions: one providing a continuous interaction style where interaction is possible at any time, and another providing system-initiated interaction where the user can only interact at certain prompts.
Abstract: How human users perceive and interact with interactive story-telling applications has not been widely researched so far. In this paper, we present an experimental approach in which we investigate the impact of different dialog-based interaction styles on human users. To this end, an interactive demonstrator has been evaluated in two different versions: one providing a continuous interaction style where interaction is possible at any time, and another providing system-initiated interaction where the user can only interact at certain prompts.