Story and discourse

2007 ◽  
Vol 8 (2) ◽  
pp. 177-208 ◽  
Author(s):  
R. Michael Young

In this paper, we set out a basic approach to the modeling of narrative in interactive virtual worlds. This approach adopts a bipartite model taken from narrative theory, in which narrative is composed of story and discourse. In our approach, story elements — plot and character — are defined in terms of plans that drive the dynamics of a virtual environment. Discourse elements — the narrative’s communicative actions — are defined in terms of discourse plans whose communicative goals include conveying the story world plan’s structure. To ground the model in computational terms, we provide examples from research under way in the Liquid Narrative Group involving the design of the Mimesis system, an architecture for intelligent interactive narrative incorporating concepts from artificial intelligence, narrative theory, cognitive psychology and computational linguistics.

Artificial Intelligence (AI) has always been a goal as well as a challenge in the scientific field with a whole new world being accessible to people by accomplishing various achievements in the past decades. However, in the last many years, tremendous popularity has been received by the interactive computer games involving multi-user virtual environment which has been the prime attraction for millions of users around the world. This paper focuses on AI agents along with exploring the progress towards super intelligent AI and the roles played by artificial intelligence and virtual worlds in its development. It follows a unique approach to give an unbiased view on the various problems and the relation between them. There are namely two benefits from this research: firstly, evolution in science and technology requires a profound understanding on the advanced AI agents in the virtual worlds, and secondly, the virtual worlds have always been a magnificent platform for research on the challenging problems faced in the domain of Artificial Intelligence


1991 ◽  
Vol 6 (4) ◽  
pp. 307-333 ◽  
Author(s):  
G. Kalkanis ◽  
G. V. Conroy

AbstractThis paper presents a survey of machine induction, studied mainly from the field of artificial intelligence, but also from the fields of pattern recognition and cognitive psychology. The paper consists of two parts: Part I discusses the basic principles and features of the machine induction process; Part II uses these principles and features to review and criticize the major supervised attribute-based induction methods. Attribute-based induction has been chosen because it is the most commonly used inductive approach in the development of expert systems and pattern recognition models.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


1998 ◽  
Vol 25 (1) ◽  
pp. 64-67 ◽  
Author(s):  
René Verry

Susan Lederman (SL) is an invited member of the International Council of Research Fellows for the Braille Research Center and a Fellow of he Canadian Psychology Association. She was also an Associate of the Canadian Institute for Advanced Research in the Robotics and Artificial Intelligence Programme for 8 years. A Professor in the Departments of Psychology and Computing & Information Science at Queen's University at Kingston (Ontario, Canada), she has written and coauthored numerous articles on tactile psychophysics, haptic perception and cognition, motor control, and haptic applications in robotics, teleoperation, and virtual environments. She is currently the coorganizer of the Annual Symposium a Haptic Interfaces for Teleoperation and Virtual Environment Systems. René Verry (RV) is a psychology professor at Millikin University (Decatur, IL), where she teaches a variety of courses in the experimental core, including Sensation and Perception. She chose the often-subordinated somatic senses as the focus of her interview, and recruited Susan Lederman as our research specialist.


Author(s):  
Iskander Umarov ◽  
Maxim Mozgovoy

The rapid development of complex virtual worlds (most notably, in 3D computer and video games) introduces new challenges for the creation of virtual agents, controlled by artificial intelligence (AI) systems. Two important subproblems in this topic area which need to be addressed are (a) believability and (b) effectiveness of agents’ behavior, i.e., human-likeness of the characters and high ability to achieving their own goals. In this paper, the authors study current approaches to believability and effectiveness of AI behavior in virtual worlds. They examine the concepts of believability and effectiveness, and analyze several successful attempts to address these challenges.


2015 ◽  
Vol 15 (1) ◽  
pp. 48-60 ◽  
Author(s):  
Marc Cavazza ◽  
Fred Charles ◽  
Stephen W. Gilroy ◽  
Julie Porteous ◽  
Gabor Aranyi ◽  
...  

The recent development of Brain-Computer Interfaces (BCI) for Virtual Worlds has resulted in a growing interest in realistic visual feedback. In this paper, we investigate the potential role of Virtual Agents in neurofeedback (NF) systems, which constitute an important paradigm for BCI. We discuss the potential of virtual agents to contribute to the success of NF in the specific context of affective BCI. Throughout the paper, we illustrate our presentation with two fully implemented NF prototypes featuring virtual agents. The first is an interactive narrative in which the user empathises with the feature character; the second, an emotion regulation system in which virtual crowd behaviour becomes a metaphor for arousal, as the user attempts to down-regulate their affective state.


2020 ◽  
Author(s):  
Beata Grzyb ◽  
Gabriella Vigliocco

Language has predominately been studied as a unimodal phenomenon - as speech or text without much consideration of its physical and social context – this is true both in cognitive psychology/psycholinguistics as well as in artificial intelligence. However, in everyday life, language is most often used in face-to-face communication and in addition to structured speech it comprises a dynamic system of multiplex components such as gestures, eye gaze, mouth movements and prosodic modulation. Recently, cognitive scientists have started to realise the potential importance of multimodality for the understanding of human communication and its neural underpinnings; while AI scientists have begun to address how to integrate multimodality in order to improve communication between human and artificial embodied agent. We review here the existing literature on multimodal language learning and processing in humans and the literature on perception of artificial agents, their comprehension and production of multimodal cues and we discuss their main limitations. We conclude by arguing that by joining forces AI scientists can improve the effectiveness of human-machine interaction and increase the human-likeness and acceptance of embodied agents in society. In turn, computational models that generate language in artificial embodied agents constitute a unique research tool to investigate the underlying mechanisms that govern language processing and learning in humans.


Author(s):  
Christophe Duret

This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and ‘médiance' in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a mesocriticism will be proposed as a new approach for the study of virtual environments.


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