Wolff, Annika; Mulholland, Paul; Zdrahal, Zdenek and Joiner, Richard
PDF (Not Set)
- Requires a PDF viewer such as GSview, Xpdf or Adobe Acrobat Reader
|DOI (Digital Object Identifier) Link:||http://doi.org/10.1016/j.ijhcs.2006.10.003|
|Google Scholar:||Look up in Google Scholar|
This paper presents a model, called Scene-Driver, for the reuse of film and television material. We begin by exploring general issues surrounding the ways in which content can be sub-divided into meaningful units for re-use and how criteria might then be applied to the selection and ordering of these units. We also identify and discuss the different means by which a user might interact with the content to create novel and engaging experiences. The Scene-Driver model has been instantiated using content from an animated children’s television series called Tiny Planets, which is aimed at children of 5-7 years old. This type of material, being story-based itself, lends itself particularly well to the application of narrative constraints to scene reordering, to provide coherence to the experience of interacting with the content.
We propose an interactive narrative-driven game architecture, in which a user generates novel narratives from existing content by placing “domino” like tiles. These tiles act as “glue” between scenes and each tile-choice dictates certain properties of the next scene to be shown within a game. There are three different game-types, based on three different ways in which tiles can be matched to scenes. We introduce algorithms for generating legal tile-sets for each of these three game-types, which can be extended to include narrative constraints. This ensures that all novel orderings adhere to a minimum narrative plan, which has been identified based on analysis of the Tiny Planets series and on narrative theories. We also suggest ways in which basic narratives can be enhanced by the inclusion of directorial techniques and by the use of more complex plot structures. In our evaluation studies with children in the target age-range, our game compared favourably with other games that the children enjoyed playing.
|Item Type:||Journal Article|
|Keywords:||interactive narrative; content reordering; interface; AI planning algorithms|
|Academic Unit/Department:||Faculty of Science, Technology, Engineering and Mathematics (STEM) > Computing and Communications
Faculty of Science, Technology, Engineering and Mathematics (STEM)
Faculty of Science, Technology, Engineering and Mathematics (STEM) > Knowledge Media Institute (KMi)
|Interdisciplinary Research Centre:||Centre for Research in Computing (CRC)|
|Depositing User:||Paul Mulholland|
|Date Deposited:||30 May 2007|
|Last Modified:||03 Aug 2016 07:19|
|Share this page:|
Download history for this item
These details should be considered as only a guide to the number of downloads performed manually. Algorithmic methods have been applied in an attempt to remove automated downloads from the displayed statistics but no guarantee can be made as to the accuracy of the figures.