Sunday, February 17, 2019

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Introduction

This literature review looks at structures in interactive storytelling when creating stories for media such as games.

Body

Marc Cavazza and David Pizzi review the narrative theories that have inspired interactive storytelling (IS) research and provide critical insight into how these theories can support developments. Aristotle provided a model traditional drama for its progression through climax and final resolution. It had been used for centuries until IS researcher Mateas provided an extension to the Artistotelian model. It helped provide important aesthetic properties to stories. Propp was used to stable structure in Russian folktale and helped create narrative functions.

Fred Charles, Steven J. Mead and Marc Cavazza discuss user interaction with artificial actors in the context of virtual storytelling in this paper. A prototype based on Unreal engine game was created to supports both direct “physical” intervention and the use of speech recognition to interact with the sets’ characters in a game. There is a scenario shown with a graph called Figure one to show all the possible plans. Physical user intervention is discussed can change a sub goal of a game where the player can take a different action to achieve a certain goal/objective.

Kristopher J. Blom and Steffi Beckhaus make an extension to the structures of story segments in Interactive Storytelling.  Software structures that have envisioned engaging, dramatic environments rarely exist and they feel that development of structures for current VR software to enable the creation of these visions is still needed in order to move VR to its full potential. Components added is the Emotion Tracking Engine (ETE) used to keep track of the user’s expected emotional state and the Emotional Path Graph (EPG) which is a time dependent graph of what the author views as the ideal emotional experience for the user.

David Thue,  Vadim Bulitko, Marcia Spetch and Eric Wasylishen present PaSSAGE (PlayerSpecific Stories via Automatically Generated Events), an interactive storytelling system that uses player modelling to automatically learn a model of the player’s preferred style of play, and then uses that model to dynamically select the content of an interactive story. They tested their hypotheses by conducting a user study consisting of 90 university students trying their game.

John Helmes, Xiang Cao, Siân E. Lindley and Abigail Sellen (2009) present the initial interface design. TellTable incorporates photography and a Microsoft Surface interactive tabletop to help stimulate imagination.  They uses an iterative design process, tested with children gaining feedback stating  adding more structures makes for a simpler system, which also mirrored the stages that children normally go through when telling stories.

Oliver Schneider presents an approach to new authoring methods for interactive storytelling. Today stories can be told from direct worldwide access of content and 3D visualization of content to interactive possibilities for the audience but artistic rules to organize and narrate the stories, the process of is still in the beginning stages. The approach to authoring non-linear stories is broken down into three sections which is story creation, storytelling and story receiving by the recipient. Application engines are created called the Conversation-Engine [Braun01a] which communicates with the audience, the Story-Engine [Braun01b] which narrates interactive non-linear stories, the Character-Engine which controls characters and the Scene-Engine which structures the scene model for the story. In the authoring process for storytelling, the author focuses on brainstorming to preparation and to final design.

Hartmut Koenitz proposes a process and a set of design heuristics for interactive digital narrative and looks into the scholarly perspectives on authoring and design. Perspectives on IDN design exist in different categories – high-level abstract descriptions, inclusion strategies and concrete design. The author's design work is specific to interactive narrative and as a critical reflection, inspired by critical practice and reflective design that provides vital clues for the continued development of theoretical framework.

Ilda Ladeira, Gary Marsden and Lesley Green present designing a storytelling prototype for preserving personal experience narratives. We detail the design of an interactive virtual environment (VE). They studied real-life oral storytelling ethnographically in order to observe how experienced storytellers connect with audiences and draw them into their personal stories.  The aim was to learn about techniques for making personal stories engaging, dynamic and interactive for their storytelling prototype. Their prototype design was based on the ethnography findings in their research. A VE with interactive storyteller agents was created.

Bosser, A-G. (Anne-Gwenn); Cavazza, M. O. (Marc); Champagnat, R. (Ronan) (2010) explore rigorous formalisation of narrative concepts, both at the action level and at the plot level with the aim to investigate how to bridge the gap between action descriptions and narrative concepts, by considering the latter from the perspective of resource consumption and causality. They propose Linear Logic for a better description of causality than in Classical and Intuitionistic Logic.  Intuitionistic Linear Logic can provide a conceptual model for nonlinear narratives, for it provides a suitable theory of action and change for narrative actions.

Dieter Grasbon and Norbert Braun don't create a model for generating stories in detail but instead hope for authors to create specific interactive scenarios for stories in full detail. They describe a different approach to interactive storytelling which deals with interactive plot at a higher level. A prototype of theirs consists of story engine, a story model and a small number of scenes. Interface and rendering modules separate the story engine from the user, making the engine independent of input and output modalities.  Authors exerts direct influence on every part of the system except the story engine and user mode.


Conclusion

The above articles, show the steps we can take in creating structures for interactive storytelling. There a many theories and approaches we can interact with for creating stories for different medias.

Citation

1.Marc Cavazza, David Pizzi. Narratology for Interactive Storytelling: A Critical Introduction.
https://link.springer.com/chapter/10.1007/11944577_7
2.Fred Charles, Steven J. Mead and Marc Cavazza. User Intervention in Virtual Interactive storytelling.
https://ive.scm.tees.ac.uk/beta/data/media/laval2001.pdf
3.Kristopher J. Blom and Steffi Beckhaus. Emotional Storytelling
https://imve.informatik.uni-hamburg.de/publications/EmotionalStorytelling-VR2005-BlomBeckhaus.pdf
4.David Thue,  Vadim Bulitko, Marcia Spetch and Eric Wasylishen. Interactive Storytelling: A Player Modelling Approach
http://www.aaai.org/Papers/AIIDE/2007/AIIDE07-008.pdf
5.John Helmes, Xiang Cao, Siân E. Lindley and Abigail Sellen. (2009) Developing the Story: Designing an Interactive Storytelling Application
https://www.microsoft.com/en-us/research/wp-content/uploads/2016/02/its2009_telltable.pdf
6.Oliver Schneider Storyworld Creation: Authoring for Interactive Storytelling
https://dspace5.zcu.cz/bitstream/11025/6006/1/D67.pdf
7.Hartmut Koenitz Design Approaches for Interactive Digital Narrative
https://s3.amazonaws.com/academia.edu.documents/39071749/Design_Approaches_for_Interactive_Digital_Narrative.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1550431413&Signature=qulfKeD2rONhoF6nf%2BLTYOpbYjw%3D&response-content-disposition=inline%3B%20filename%3DDesign_Approaches_for_Interactive_Digita.pdf
8.Ilda Ladeira, Gary Marsden and Lesley Green Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives
https://link.springer.com/content/pdf/10.1007/978-3-642-23771-3_32.pdf
9.Bosser, A-G. (Anne-Gwenn); Cavazza, M. O. (Marc); Champagnat, R. (Ronan) (2010) Linear logic for non-linear storytelling
http://tees.openrepository.com/tees/bitstream/10149/110653/2/110653.pdf
10.Dieter Grasbon, Norbert Braun A Morphological Approach to Interactive Storytelling
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.21.8572&rep=rep1&type=pdf

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