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- research-articleNovember 2022
A Gap in Games Research: Reflecting on Two Camps and a Bridge
FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital GamesArticle No.: 46, Pages 1–4https://doi.org/10.1145/3555858.3555916This paper discusses the divided nature of games research, and how most of the research effort can be placed in camps located on each side of a sliding, one-dimensional scale. A middle ground is slowly being bridged between these two camps, which is ...
- research-articleAugust 2021
Research on the Narrative Design of Human-Computer Interaction in Network Virtual Museum
ICCIR '21: Proceedings of the 2021 1st International Conference on Control and Intelligent RoboticsPages 182–187https://doi.org/10.1145/3473714.3473744The content of this article is the design of the narrative content of the network virtual museum based on digital media technology. The research method of this article is based on the theory of narratology. It introduces the interactive relationship ...
- Work in ProgressOctober 2018
Player Choices, Game Endings and the Design of Moral Dilemmas in Games
CHI PLAY '18 Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended AbstractsPages 627–636https://doi.org/10.1145/3270316.3271525Moral dilemmas are a staple of narratives in games. Allowing the player to choose and impact a game's story is an important part of enjoying an interactive narrative. Yet when it comes to how we design and test games with moral dilemmas, there is little ...
- research-articleSeptember 2017
Narratology and Creativity
Procedia Computer Science (PROCS), Volume 112, Issue CPages 2220–2229https://doi.org/10.1016/j.procs.2017.08.251In the previous studies, I discussed the creativity in IMDJ. I discussed it from the perspective of abduction. In addition, I discussed the role of comfortable communication in the creative situation as well as usual situation. In this paper, I will ...
- research-articleAugust 2017
A taxonomy of narrative-centric board and card games
FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital GamesArticle No.: 23, Pages 1–10https://doi.org/10.1145/3102071.3102100Narrative-centric analog games 1 have emerged from a hybridization of genres: they borrow conventions from pen and paper-based role-playing games such as Dungeons and Dragons, as well as the foundations of eurogames and war games. Historically, board ...
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- ArticleDecember 2014
Representation and Management of Complex 'Narrative' Information
Part II of Essays Dedicated to Yaacov Choueka on Language, Culture, Computation. Computing of the Humanities, Law, and Narratives - Volume 8002Pages 118–137https://doi.org/10.1007/978-3-642-45324-3_8In this paper, we evoke first the ubiquity and the importance of the so-called "non-fictional" narrative information. We show then that the usual knowledge representation and ontological techniques have difficulties in finding complete solutions for ...
- research-articleMarch 2014
Narratology and narrative generation: expanded literary theory and the integration as a narrative generation system (2)
AH '14: Proceedings of the 5th Augmented Human International ConferenceArticle No.: 26, Pages 1–2https://doi.org/10.1145/2582051.2582077This paper overviews our approaches towards narrative generation using various literary theories in the field of narratology in the first part and proposes the synthetic use of the following three literary theories in the integrated narrative generation ...
- research-articleMay 2013
Narrative hypertext, on the level
NHT '13: Proceedings of the 3rd Narrative and Hypertext WorkshopArticle No.: 3, Pages 1–4https://doi.org/10.1145/2462216.2462219This essay discusses whether the standard narratological duality of syuzhet and fabula applies to narrative hypertext, and concludes that the hypertext writing complicates the use of those dual concepts.
- research-articleMay 2012
A narrative theory of games
FDG '12: Proceedings of the International Conference on the Foundations of Digital GamesPages 129–133https://doi.org/10.1145/2282338.2282365This paper presents a narrative theory of games, building on standard narratology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?
- ArticleMarch 2012
Towards an Integrated Narrative Generation System Based on Structural Techniques and Generation Control
DIGITEL '12: Proceedings of the 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced LearningPages 174–176https://doi.org/10.1109/DIGITEL.2012.50In this paper, after we show basic concepts of our narrative generation system architecture as the engine of new types of digital contents and the attempt of a tentative integrated narrative generation system, we discuss two fundamental mechanisms for ...
- research-articleAugust 2011
Designing stories: practices of narrative in 3D computer games
Sandbox '11: Proceedings of the 2011 ACM SIGGRAPH Symposium on Video GamesPages 37–41https://doi.org/10.1145/2018556.2018564Drawing on theories from game-, film-, and theatre studies, this paper explores two primary ways in which 3D computer games deal with stories. As evident in how these games are creatively designed and publically discussed, one of these approaches ...
- research-articleAugust 2011
Designing stories: practices of narrative in 3D computer games
SIGGRAPH '11: ACM SIGGRAPH 2011 Game PapersArticle No.: 6, Pages 1–5https://doi.org/10.1145/2037692.2037700Drawing on theories from game-, film-, and theatre studies, this paper explores two primary ways in which 3D computer games deal with stories. As evident in how these games are creatively designed and publically discussed, one of these approaches ...
- articleAugust 2011
Computerized History Games: Narrative Options
Simulation and Gaming (SIMG), Volume 42, Issue 4Pages 423–440https://doi.org/10.1177/1046878108325441How may historians best express history through computer games__ __ This article suggests that the answer lies in correctly correlating historians' goals for teaching with the capabilities of different kinds of computer games. During the development of ...
- ArticleNovember 2010
Towards a shared vocabulary for interactive digital storytelling: a workshop at ICIDS 2010
ICIDS'10: Proceedings of the Third joint conference on Interactive digital storytellingPages 293–294As a new research domain matures, it becomes increasingly important for researchers to agree on a shared vocabulary. For researchers in Interactive Digital Storytelling, this is a particular challenge, because researchers come from many different ...
- research-articleJune 2010
Predicting reader response in narrative
INT3 '10: Proceedings of the Intelligent Narrative Technologies III WorkshopArticle No.: 2, Pages 1–5https://doi.org/10.1145/1822309.1822311This paper sketches a theory of how readers (or users, or players, or viewers) respond to narratives. Such a theory can be useful for developing evaluation functions to allow for narrative outcomes that have maximum impact at particular times on the ...
- research-articleJanuary 2010
Event relations in plan-based plot composition
Computers in Entertainment (CIE), Volume 7, Issue 4Article No.: 55, Pages 1–37https://doi.org/10.1145/1658866.1658874The process of plot composition in the context of interactive storytelling is considered from a fourfold perspective, that is, from the syntagmatic, paradigmatic, antithetic, and meronymic relations between the constituent events. These relations are ...
- ArticleAugust 2009
A Plot-Manipulation Algebra to Support Digital Storytelling
ICEC '09: Proceedings of the 8th International Conference on Entertainment ComputingPages 132–144https://doi.org/10.1007/978-3-642-04052-8_12Plot composition is examined here at a logic design level, an intermediate stage that comes next to the conceptual level wherein the intended narrative genre is specified. An abstract data structure is proposed to represent plots, together with an ...
- research-articleJune 2009
Interactive stories on the net: a model and an architecture for X3D worlds
Web3D '09: Proceedings of the 14th International Conference on 3D Web TechnologyPages 91–99https://doi.org/10.1145/1559764.1559779This work discusses a model and an architecture for interactive stories to be displayed on the net, designed for being independent from the specific story represented and suitable to different literary genres. They are the result of a formal approach, ...
- research-articleSeptember 2008
Create a mobile video story
DIMEA '08: Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and ArtsPages 522–523https://doi.org/10.1145/1413634.1413736The aim of this Artwork & Demo is to present a new mobile social video service and demo platform MoViE that enables users to create mobile narrations and stories using narrative structures. Visitors of the conference will be able to contribute to this ...
- research-articleSeptember 2008
Content strategies of the future: between games and stories -- crossroads for the video game industry
DIMEA '08: Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and ArtsPages 420–426https://doi.org/10.1145/1413634.1413708The video game industry is the combination of two worlds: technology (IT) and show-biz/media/cultural industries. This paper explores this tension by exposing the shortcomings of the culture economics perspective and its lack of understanding for the ...