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A user-centric adaptive story architecture: borrowing from acting theories

Published:02 September 2004Publication History

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.

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  1. A user-centric adaptive story architecture: borrowing from acting theories

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          cover image ACM Other conferences
          ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
          September 2004
          368 pages
          ISBN:1581138822
          DOI:10.1145/1067343

          Copyright © 2004 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 2 September 2004

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