Advances in Linguistics and Communication Studies - Content Generation Through Narrative Communication and Simulation
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9781522547754, 9781522547761

Author(s):  
Yoji Kawamura

Toward the building of a social/consumption simulation model, the objectives of this chapter are to understand in detail the practice of advertising communication through a framework aiming at quantification, to elucidate the goals and techniques of advertising communication, and to create a model for advertising communication strategies. First, the advertising communications goals, the advertising communications techniques, the motivations to become involved, and the consumer-generated contents are categorized. Next, the relationships between these categorized items are identified. Finally, the typical advertising communications strategies are identified and organized into three types models (two types of sender-driven strategies and one type of receiver-driven strategy). These models can be utilized to establish strategic rules for social simulations that include both senders and receivers of advertising.


Author(s):  
Akinori Abe
Keyword(s):  

In previous studies, the author discussed the creativity in IMDJ. The author discussed it from the perspective of abduction. In addition, the author discussed the role of comfortable communication in the creative situation as well as usual situation. In this chapter, the author discusses the role of narratology in the creative task.


Author(s):  
Akihito Kanai

In addition to the determinacy created by the stories' or characters' goal-directed actions, the indeterminacy created by the non-story and nostalgia aspects of rhetoric is an essential issue of narrative simulation for non-story film rhetoric composition. The narrative simulation can test cognitive effects created through the interaction between the cognitive process, story, discourse, and the rhetoric of a film. Non-story film editing can be classified according to the categories of rhythm and nostalgia, and can be used for narrative film rhetoric simulation. Nostalgia may emerge with the determinacy of the place and time and the indeterminacy of non-story aspects of rhetoric. Non-nostalgia narrative may emerge with the indeterminacy of the place and time and can be simulated by the use of the non-story editing regarding the rhythm categories.


Author(s):  
Nanae Shirozu ◽  
Mitsunori Matsushita

The goal of this chapter is to explore a system to assist elderly travelers who are not familiar with computers in externalizing information about their travel experiences and in accumulating this information in the form of travel narratives. To accomplish this, the authors focused on dialogue about travel experiences and proposed a co-creation environment that supports interaction that elicits information about the travel experiences of the elderly. In this environment, an elderly person becomes a speaker, and a person close to the elderly person becomes a listener. Participatory observation and externalization interviews about travel experiences were conducted. In general, this study found that an elderly subject became more involved and responsive with more cohesive stories when paired with a listener equipped with relevant information. The design guidelines of the co-creation environment were formulated based on the findings.


Author(s):  
Jumpei Ono ◽  
Takashi Ogata

The authors have been developing an automatic narrative generation game using the method of table-talk role playing game (TRPG) that is an analog game based on the interactive process by real humans. This system progresses by repeating of the interaction between a game master (GM) and players (PLs). Although the GM prepares a story as a basis of the process, the PLs can detail and change the story. A basic idea in this chapter is that a gap created through the interaction between the GM and the PLs, namely the gap between the original story by the GM and the changed story, gives various impressive effects for an interesting story or narrative, especially a kind of surprise. Based on the above basic idea, in a previous research the authors studied the relationships between gap and surprise, narrative or story techniques producing surprise, and so on using short stories really generated by the authors' narrative generation system.


Author(s):  
Kai Seino ◽  
Yoko Enomoto ◽  
Shiho Miyazawa

The text data regarding the free-expression answers on the employment support provided to students with developmental disabilities (unsure students are included) were defined as the narrative. The aim of this research was to obtain suggestions regarding business solutions that could be used to provide employment support for students with developmental disabilities by conducting text mining and narrative theory analysis. Furthermore, the “narrative generation system” is advocated as a comprehensive framework which organically unifies the whole “narrative phenomenon” from various sides. Furthermore, these researches apply the knowledge of other fields, such as pedagogy on developmental disability, personal support, text mining, and a narratology; psychology; engineering; and literature. Therefore, the authors believe that this research corresponds to “narrative generation system” theory research. Thus, it may be possible for suggestions regarding narrative generation to be produced as a secondary result of this chapter's process of analysis.


Author(s):  
Eugene Schneider Kitamura

Today more than ever, narrative content generation has become important. This is due to the advances and accessibility of computational devices. As these devices become more familiar to people and easier to handle, there will be greater expectations for autonomous functioning and desires for a natural communication with the users. To achieve such demands, computational devices need to process and generate higher levels of meanings such as context and abstraction of topics. This chapter gives a background on topics that have been developed so far in content analysis and content generation, but focuses mainly on the figure-ground impression model, for both analysis and generating narrative context. By focusing on the characters and their attributes in the text, not only is this model able to represent the figure-ground impressions qualitatively, but also quantitatively. Such a feature may be useful to execute in computational devices such as artificial intelligence.


Author(s):  
Takashi Ogata

This chapter seeks to undertake a comprehensive structure of the author's narrative generation research. In particular, the chapter compactly shows the whole of the narrative generation studies as an indirect purpose by taking several concrete examples and aims to consider and discuss the respective components as the direct purpose. Through this chapter, the author presents an entire framework of narrative analyses in relation to the integrated narrative generation system and Geinō information system, and conducts the analyses of a novel by Yukio Mishima and several aspects of kabuki. The final part provides directions for partially incorporating the results of the narrative analyses of Mishima and kabuki into the above narrative generation systems. In relation to this book's title, Content Generation Through Narrative Communication and Simulation, this chapter selects “narrative content” as “content” to be generated, conducts the analyses of narrative “communication,” structure, and techniques, and attempts narrative “simulation” using the author's narrative generation systems.


Author(s):  
Takashi Ogata ◽  
Shin Asakawa

In this chapter, the authors focus on narrative contents by considering and analyzing narrative communication and simulation. In particular, the authors present the multiple narrative structures model and informational narratology as original theoretical frameworks in seeking to undertake narrative hierarchical and multiple structures and micro and macro structures. The authors also introduce, as designing and developing systems, the integrated narrative generation system (INGS) for implementing the narrative micro mechanism, and the geinō information system (GIS) for designing the macro mechanism. Furthermore, neural network technologies including deep learning are also introduced to show the technological possibility of implementing narrative generation systems. These show a synthesized approach or establish a paradigm for narrative generation studies.


Author(s):  
Akimitsu Hirota

Problem-solving behavior in a situation where the problem is not defined creates problems. However, concrete examples of the phenomenon are not shown. In order to capture this phenomenon, the authors investigated the process of pedal development for automobiles. The name of the pedal is called “Naruse pedal.” Naruse pedal reduces accidents caused by mistakes in pressing foot on accelerator pedal and brake pedal. Naruse pedal has been reported by many media including the New York Times. The authors surveyed the development process of Naruse pedal. They show this development case and confirm the existence of simultaneity of needs and solution.


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