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Titlebook: Interactive Storytelling; 4th International Co Mei Si,David Thue,Veronica Zammitto Conference proceedings 2011 Springer-Verlag GmbH Berlin

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31#
發(fā)表于 2025-3-27 00:24:54 | 只看該作者
Back-Leading through Character Status in Interactive Storytellingns can be learned from improvisational and especially interactive theatre, where various narrative and interactive strategies have been developed to engage users in the process of co-creating the story. In this paper, we focus on the use of character status and status shifts. Specifically, we presen
32#
發(fā)表于 2025-3-27 03:55:14 | 只看該作者
Rereading in Interactive Stories: Constraints on Agency and Procedural Variationill feeling like a story. Research has largely concentrated on how to provide coherent variations . a user experiences an interactive story, without consideration for the relationship . subsequent experiences. This paper examines the issues that arise when designing an interactive story system which
33#
發(fā)表于 2025-3-27 08:53:33 | 只看該作者
A Method for Transferring Probabilistic User Models between Environmentshat will always face designers is to specify that model ahead of time, when actual data from the environment is likely not to be available. Absent corpora of data, designers must intuit these models as best they can, incorporating domain or expert knowledge when available. To make this process more
34#
發(fā)表于 2025-3-27 10:59:46 | 只看該作者
Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Roleas . in a story opens up an important new design space for digital narratives: one which emphasizes the readerly pleasure of transforming into a character rather than the authorial pleasure of rewriting the events of the story. We draw on theories of method acting and performance as a model for part
35#
發(fā)表于 2025-3-27 17:29:10 | 只看該作者
Supporting Rereadability through Narrative Play in which the reader/player takes on the role of a film director whose objective is to shoot a film in the face of a series of complications. We discuss the iterative design and playtesting of the prototype of our game, and argue that our design encourages a different type of rereading which involve
36#
發(fā)表于 2025-3-27 17:55:04 | 只看該作者
37#
發(fā)表于 2025-3-28 00:02:59 | 只看該作者
38#
發(fā)表于 2025-3-28 05:12:52 | 只看該作者
A New Approach to Social Behavior Simulation: The Mask Modele Mask Model goal is to support AI techniques for autonomous agents by encouraging or discouraging behaviors according to the social environment and by providing knowledge about possible reactions to the agent actions. In this approach, the NPC tendencies are controlled by the interactions of three
39#
發(fā)表于 2025-3-28 07:33:14 | 只看該作者
40#
發(fā)表于 2025-3-28 13:21:59 | 只看該作者
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