Interacting with virtual characters in interactive storytelling

Hdl Handle:
http://hdl.handle.net/10149/58298
Title:
Interacting with virtual characters in interactive storytelling
Authors:
Cavazza, M. O. (Marc); Charles, F. (Fred); Mead, S. J. (Steven)
Affiliation:
University of Teesside. School of Computing and Mathematics.
Citation:
Cavazza, M. O., Charles, F. and Mead, S. J. (2002) 'Interacting with virtual characters in interactive storytelling', Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1, 2002, Bologna, Italy, July 15 - 19. ACM, pp.318-325.
Publisher:
ACM
Conference:
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1, 2002, Bologna, Italy, July 15 - 19.
Issue Date:
19-Jul-2002
URI:
http://hdl.handle.net/10149/58298
DOI:
http://doi.acm.org/10.1145/544741.544819
Abstract:
In recent years, several paradigms have emerged for interactive storytelling. In character-based storytelling, plot generation is based on the behaviour of autonomous characters. In this paper, we describe user interaction in a fully-implemented prototype of an interactive storytelling system. We describe the planning techniques used to control autonomous characters, which derive from HTN planning. The hierarchical task network representing a characters' potential behaviour constitute a target for user intervention, both in terms of narrative goals and in terms of physical actions carried out on stage. We introduce two different mechanisms for user interaction: direct physical interaction with virtual objects and interaction with synthetic characters through speech understanding. Physical intervention exists for the user in on-stage interaction through an invisible avatar: this enables him to remove or displace objects of narrative significance that are resources for character's actions, thus causing these actions to fail. Through linguistic intervention, the user can influence the autonomous characters in various ways, by providing them with information that will solve some of their narrative goals, instructing them to take direct action, or giving advice on the most appropriate behaviour. We illustrate these functionalities with examples of system-generated behaviour and conclude with a discussion of scalability issues.
Type:
Meetings and Proceedings
Keywords:
computer games; interactive storytelling; planning; speech; synthetic characters; interactive computer graphics; interactive computer systems; virtual reality
ISBN:
1-58113-480-0
Rights:
ACM allows authors' version of their own ACM-copyrighted work on their personal server or on servers belonging to their employers. For full details see http://www.acm.org/publications/policies/RightsResponsibilities [Accessed 20/01/2010]
Citation Count:
10 [Scopus, 20/01/2010]

Full metadata record

DC FieldValue Language
dc.contributor.authorCavazza, M. O. (Marc)-
dc.contributor.authorCharles, F. (Fred)-
dc.contributor.authorMead, S. J. (Steven)-
dc.date.accessioned2009-04-01T10:48:22Z-
dc.date.available2009-04-01T10:48:22Z-
dc.date.issued2002-07-19-
dc.identifier.isbn1-58113-480-0-
dc.identifier.doihttp://doi.acm.org/10.1145/544741.544819-
dc.identifier.urihttp://hdl.handle.net/10149/58298-
dc.description.abstractIn recent years, several paradigms have emerged for interactive storytelling. In character-based storytelling, plot generation is based on the behaviour of autonomous characters. In this paper, we describe user interaction in a fully-implemented prototype of an interactive storytelling system. We describe the planning techniques used to control autonomous characters, which derive from HTN planning. The hierarchical task network representing a characters' potential behaviour constitute a target for user intervention, both in terms of narrative goals and in terms of physical actions carried out on stage. We introduce two different mechanisms for user interaction: direct physical interaction with virtual objects and interaction with synthetic characters through speech understanding. Physical intervention exists for the user in on-stage interaction through an invisible avatar: this enables him to remove or displace objects of narrative significance that are resources for character's actions, thus causing these actions to fail. Through linguistic intervention, the user can influence the autonomous characters in various ways, by providing them with information that will solve some of their narrative goals, instructing them to take direct action, or giving advice on the most appropriate behaviour. We illustrate these functionalities with examples of system-generated behaviour and conclude with a discussion of scalability issues.-
dc.publisherACM-
dc.rightsACM allows authors' version of their own ACM-copyrighted work on their personal server or on servers belonging to their employers. For full details see http://www.acm.org/publications/policies/RightsResponsibilities [Accessed 20/01/2010]-
dc.subjectcomputer games-
dc.subjectinteractive storytelling-
dc.subjectplanning-
dc.subjectspeech-
dc.subjectsynthetic characters-
dc.subjectinteractive computer graphics-
dc.subjectinteractive computer systems-
dc.subjectvirtual reality-
dc.titleInteracting with virtual characters in interactive storytelling-
dc.typeMeetings and Proceedings-
dc.contributor.departmentUniversity of Teesside. School of Computing and Mathematics.-
dc.identifier.conferenceProceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1, 2002, Bologna, Italy, July 15 - 19.-
ref.assessmentRAE 2008-
ref.citationcount10 [Scopus, 20/01/2010]-
or.citation.harvardCavazza, M. O., Charles, F. and Mead, S. J. (2002) 'Interacting with virtual characters in interactive storytelling', Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1, 2002, Bologna, Italy, July 15 - 19. ACM, pp.318-325.-
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