Affective storytelling based on characters' feelings

Hdl Handle:
http://hdl.handle.net/10149/100224
Title:
Affective storytelling based on characters' feelings
Book Title:
AAAI fall symposium - technical report
Authors:
Pizzi, D. (David); Cavazza, M. O. (Marc)
Affiliation:
University of Teesside. School of Computing.
Citation:
Pizzi, D. and Cavazza, M. O. (2007) 'Affective storytelling based on characters' feelings', 2007 AAAI fall symposium, Arlington, Virginia, November 9 - 11, in AAAI fall symposium - technical report. AAAI, pp.110-117.
Publisher:
AAAI
Conference:
2007 AAAI fall symposium, Arlington, Virginia, November 9 - 11, 2007
Issue Date:
2007
URI:
http://hdl.handle.net/10149/100224
Abstract:
Most Interactive Storytelling systems developed to date have followed a task-based approach to story representation, using planning techniques to drive the story by generating a sequence of actions, which essentially "solve" the task to which the story is equated. One major limitation of this approach has been that it fails to incorporate characters' psychology, and as a consequence important aesthetic aspects of the narrative cannot be easily captured by Interactive Storytelling. In this paper, we introduce a new approach to Interactive Storytelling which aims at reconciling narrative actions with the characters' attributed psychology as stated in the narrative. Our long-term goal is to be able to explore Interactive Storytelling for those narrative genres which are based on the characters' psychology rather than solely on their actions. We used as a starting point the formalisation by Flaubert himself of his novel Madame Bovary, which includes a detailed account of character's desires and feelings. We describe a prototype in which characters' behaviour is driven by a real-time search-based planning system applying operators whose content is based on a specific inventory of feelings. Furthermore, the actual pattern of evolution of the character's plan, as measured through the variation of the search heuristic, is used to confer a sense of awareness to the characters, which can be used to generate feelings about its overall situation, from feelings of boredom to hope, despair and helplessness.
Type:
Meetings and Proceedings
Language:
en
Keywords:
aesthetic aspects; formalisation; interactive storytelling; new approaches; planning systems; planning techniques; sequence of actions; story representation; task-based approach
Series/Report no.:
FS-07-05
ISBN:
9781577353508
Rights:
Author can archive post-print (ie final draft post-refereeing). For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 03/06/2010]
Citation Count:
0 [Scopus, 03/06/2010]

Full metadata record

DC FieldValue Language
dc.contributor.authorPizzi, D. (David)en
dc.contributor.authorCavazza, M. O. (Marc)en
dc.date.accessioned2010-06-03T12:13:19Z-
dc.date.available2010-06-03T12:13:19Z-
dc.date.issued2007-
dc.identifier.isbn9781577353508-
dc.identifier.urihttp://hdl.handle.net/10149/100224-
dc.description.abstractMost Interactive Storytelling systems developed to date have followed a task-based approach to story representation, using planning techniques to drive the story by generating a sequence of actions, which essentially "solve" the task to which the story is equated. One major limitation of this approach has been that it fails to incorporate characters' psychology, and as a consequence important aesthetic aspects of the narrative cannot be easily captured by Interactive Storytelling. In this paper, we introduce a new approach to Interactive Storytelling which aims at reconciling narrative actions with the characters' attributed psychology as stated in the narrative. Our long-term goal is to be able to explore Interactive Storytelling for those narrative genres which are based on the characters' psychology rather than solely on their actions. We used as a starting point the formalisation by Flaubert himself of his novel Madame Bovary, which includes a detailed account of character's desires and feelings. We describe a prototype in which characters' behaviour is driven by a real-time search-based planning system applying operators whose content is based on a specific inventory of feelings. Furthermore, the actual pattern of evolution of the character's plan, as measured through the variation of the search heuristic, is used to confer a sense of awareness to the characters, which can be used to generate feelings about its overall situation, from feelings of boredom to hope, despair and helplessness.en
dc.language.isoenen
dc.publisherAAAIen
dc.relation.ispartofseriesFS-07-05en
dc.rightsAuthor can archive post-print (ie final draft post-refereeing). For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 03/06/2010]en
dc.subjectaesthetic aspectsen
dc.subjectformalisationen
dc.subjectinteractive storytellingen
dc.subjectnew approachesen
dc.subjectplanning systemsen
dc.subjectplanning techniquesen
dc.subjectsequence of actionsen
dc.subjectstory representationen
dc.subjecttask-based approachen
dc.titleAffective storytelling based on characters' feelingsen
dc.typeMeetings and Proceedingsen
dc.contributor.departmentUniversity of Teesside. School of Computing.en
dc.title.bookAAAI fall symposium - technical reporten
dc.identifier.conference2007 AAAI fall symposium, Arlington, Virginia, November 9 - 11, 2007en
ref.citationcount0 [Scopus, 03/06/2010]en
or.citation.harvardPizzi, D. and Cavazza, M. O. (2007) 'Affective storytelling based on characters' feelings', 2007 AAAI fall symposium, Arlington, Virginia, November 9 - 11, in AAAI fall symposium - technical report. AAAI, pp.110-117.-
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