Annotated Bibliography 2

Another set of annotated bibliographies. As I found it so hard to do them properly, I ended up watching some youtube videos about writing them up, which actually helped me understand it a little bit better. This time, I will be writing 6 bibliographies, as for the previous post I only did 4.


Cavazza M., Pizzi D. (2006) Narratology for Interactive Storytelling: A Critical Introduction. In: Göbel S., Malkewitz R., Iurgel I. (eds) Technologies for Interactive Digital Storytelling and Entertainment. 
https://doi.org/10.1007/11944577_7

In this article, the authors talk about theories that influenced further development and work on Interactive Storytelling, as well as critically looking into theories that would support further research and development of that learning area. While many other researchers already use IS, there is still a lot that can be done and researched. This article is meant to show perspective and few critical comments which could be useful when further considering the narratology to support researching Interactive Storytelling.

Narrative Intelligence - Michael Mateas, Phoebe Sengers http://www.aaai.org/Papers/Symposia/Fall/1999/FS-99-01/FS99-01-001.pdf

This article describes the interactive and narrative systems and how they improve the importance of the audience experience. The main focus is not to build a system with models of story using an internal process, but instead to create an interactive story that will be a pleasurable experience for the audience. 
Interactive fiction is trying to make systems that allow the player to experience a story as an active participant, usually in form of a first-actor. The research in this area includes approaches that don't use AI components such as text fiction and text and graphical games. While those had been quite successful when it came to researching interactivity and further possibilities.

Interactive Storytelling: A Player Modelling Approach - David Thue and Vadim Bulitko and Marcia Spetch and Eric Wasylishen. http://www.aaai.org/Papers/AIIDE/2007/AIIDE07-008.pdf

Recently, there had been a lot of interest around the area of Interactive Storytelling and Player Modelling - not only in game industry but also in an academic environment. Despite that, the combination of those two still remain unexplored. In this paper, the authors introduce "PaSSAGE", which stands for "PlayerSpecific Stories via Automatically Generated Events. This is an interactive system of narration which uses player modelling to automatically learn the player's style and adapt to it, and then uses this knowledge to create the content of the story. Based on a user study, where they had to evaluate the entertainment value of adaptive storytelling and two fixed, pre-authored stories. The results showed that an adapting story which learns player's preferences had higher entertainment values.

Cavazza, M., Charles, F. and Mead, S. (2002). Character-based interactive storytelling. IEEE Intelligent Systems, 17(4), pp.17-24.  https://dl.acm.org/citation.cfm?id=1558056

In many interactive and narrative systems, the interaction of user is limited to "natural language communication" with virtual characters, either through single sentences or a dialogue. This is an important part in interactive narration as the user can become one of the story's characters. 
In this article, the author presents a new form of interactivity, based only on the recognition of emotional speech. This allows the player to be actively involved in a dialogue with virtual character through mapping recognized emotions to narrate the situations and virtual character's feelings. This means, that the focus is strongly on emotions as the speech recognizer uses its function to create many different characteristics which then the system can learn. 

Interacting with Virtual Characters in Interactive Storytelling Marc Cavazza, Fred Charles, Steven J. Mead http://ivizlab.sfu.ca/arya/Papers/ACM/AAMS-02/Interactive%20Storytelling.pdf

In this article, the authors describe an approach which is based on character-based interactive story, which allows the user to intervene at any given moment. In their prototype, they allow the player to intervene anytime, either through speech recognition system which allows to give an advice to virtual characters or through interaction physically with objects.
They also describe approach to interactive storytelling where the player, instead of just watching, tries to change the story. They believe that studying this further will help to fill in a gap between traditional media and interactive media. The biggest difficulties right now is to increase interactivity between characters and the associated descriptions of the situations, but they believe that experiments on a bigger scale will let them learn and improve a lot more.

Personalized, Adaptive Digital Educational Games using Narrative Game-Based Learning Objects - Stefan Göbel https://www.igi-global.com/chapter/personalized-adaptive-digital-educational-games/75808

This book, but in particular, this chapter, describes the idea of Narrative Game-Based Learning Objects, which provides an approach that uses storytelling and games as a motivational tool for learning. NGBLO is a combination of narration, game and learning and how this can be used in personalized, digital educational games. The author's main topic for this chapter is how to make a game and control it during the gameplay so that it suits it context and fits in with characteristics of user or a group of users. This technique had been used in a game "Save the Earth" which is used for learning and teaching geography.



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