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

Published: 02 September 2004 Publication 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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  • (2021)Tension Space Analysis for Emergent NarrativeIEEE Transactions on Games10.1109/TG.2020.298907213:2(146-159)Online publication date: Jun-2021
  • (2020)Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative ExperienceProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376762(1-13)Online publication date: 21-Apr-2020
  • (2020)Correction to: A case study of intended versus actual experience of adaptivity in a tangible storytelling systemUser Modeling and User-Adapted Interaction10.1007/s11257-020-09262-830:3(607-607)Online publication date: 1-Jul-2020
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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
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 September 2004

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Author Tags

  1. interactive drama
  2. interactive entertainment
  3. interactive narrative
  4. virtual storytelling

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Cited By

View all
  • (2021)Tension Space Analysis for Emergent NarrativeIEEE Transactions on Games10.1109/TG.2020.298907213:2(146-159)Online publication date: Jun-2021
  • (2020)Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative ExperienceProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376762(1-13)Online publication date: 21-Apr-2020
  • (2020)Correction to: A case study of intended versus actual experience of adaptivity in a tangible storytelling systemUser Modeling and User-Adapted Interaction10.1007/s11257-020-09262-830:3(607-607)Online publication date: 1-Jul-2020
  • (2019)Evaluating the Pleasures of Agency in Shiva's Rangoli, a Tangible Storytelling InstallationProceedings of the 2019 on Designing Interactive Systems Conference10.1145/3322276.3322380(49-60)Online publication date: 18-Jun-2019
  • (2017)Towards an Interaction Model for Interactive NarrativesInteractive Storytelling10.1007/978-3-319-71027-3_24(274-277)Online publication date: 14-Nov-2017
  • (2015)Plot Generation with Character-Based DecisionsComputers in Entertainment10.1145/2702109.263340712:3(1-21)Online publication date: 13-Feb-2015
  • (2012)Propositions for innovative forms of digital interactive storytelling based on narrative theories and practicesTransactions on Edutainment VII10.5555/2231115.2231131(161-179)Online publication date: 1-Jan-2012
  • (2012)Propositions for Innovative Forms of Digital Interactive Storytelling Based on Narrative Theories and PracticesTransactions on Edutainment VII10.1007/978-3-642-29050-3_15(161-179)Online publication date: 2012
  • (2011)PerformatologyProceedings of the 6th International Conference on Foundations of Digital Games10.1145/2159365.2159397(235-237)Online publication date: 29-Jun-2011
  • (2010)A Decision-Making Process for Digital StorytellingProceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment10.1109/SBGAMES.2010.16(1-11)Online publication date: 8-Nov-2010
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