Bridging the Gap Between AI, Cognitive Science, and Narratology With Narrative Generation - Advances in Human and Social Aspects of Technology
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9781799848646, 9781799848653

Author(s):  
Jun Nakamura

Why is there a demand for consultants and outside directors? That is because what they are asked for objective advice and the clue—this chapter describes them as external activate factors—is precious. This chapter focuses on how the external activate factor affects human creativity, especially the process of creating new products or services, and the author conducted an experiment to compare the effect of external activate factors at a lecture of graduate school. As a result, when the external activate factor is provided, the emergence of abduction and new rules was observed, and the effect of storytelling was confirmed. Further research is to find what kind of external activate factor is preferable.


Author(s):  
Hiroki Fukushima

In this chapter, the author attempts to define the verbs in the description of Japanese sake taste by employing 1) a usage-based approach, 2) “encyclopedic semantics” rather than a “dictionary view,” and 3) sense-making theory, drawing on data from a “sake tasting description corpus” (approximately 120,000 words). The chapter selects eight verbs of high frequency (e.g., hirogaru ‘spread') and defines their sense(s) in a bottom-up and abductive fashion, based on a score indicating the strength of co-occurrence between terms. In this study, the authors deal with the verbs for “Understanding” or “Interpretation ”; it means, verbs that contribute to narrating the personal, individual story (contents) of the tasters. This study suggests the verbs for understanding have senses related to [Timeline] and [Space]. On the other hand, verbs do not tend to collocate with [Movement] and interestingly, the [Structure], as same as the tendency of adjectival-nouns.


Author(s):  
Sheldon Schiffer

Video game non-player characters (NPCs) are a type of agent that often inherits emotion models and functions from ancestor virtual agents. Few emotion models have been designed for NPCs explicitly, and therefore do not approach the expressive possibilities available to live-action performing actors nor hand-crafted animated characters. With distinct perspectives on emotion generation from multiple fields within narratology and computational cognitive psychology, the architecture of NPC emotion systems can reflect the theories and practices of performing artists. This chapter argues that the deployment of virtual agent emotion models applied to NPCs can constrain the performative aesthetic properties of NPCs. An actor-centric emotion model can accommodate creative processes for actors and may reveal what features emotion model architectures should have that are most useful for contemporary game production of photorealistic NPCs that achieve cinematic acting styles and robust narrative design.


Author(s):  
Takashi Ogata

The author's narrative generation study is based on two types of systems: the integrated narrative generation system (INGS) as a single narrative generation and reception mechanism and the Geinō information system (GIS) as a multiple narrative production and consumption mechanism. The first theme of the chapter is to introduce an idea that deals with narrative phenomena as the integration of both systems. This theme is tied to the topic of narrative content creation by presenting kabuki narrative generation or kabuki-oriented narratology and Watakushi Monogatari as a collection of narrative content to be created by the author. Hence, the second objective is to describe kabuki-oriented narrative generation and the third is to explain the ideas, thoughts, and design underlying Watakushi Monogatari in the context of internal and external narrative generation to create and distribute narrative content. Through these three themes, this chapter bridges the gap between narrative generation systems and narrative content with kabuki-oriented narratology and Watakushi Monogatari.


Author(s):  
Nobuyoshi Harada

This chapter investigates the threshold of context memory on numbers 300 through 500 regarding perspective with assumption experiment and theories of cognitive semantics and short-term memory. Context generation became possible with text database with lexical engineering system on artificial intelligence (AI). It was realized an infinite and continuous presentation of context. Several context presentations realized the limitation of context memory on the process of continuous context presentation on numbers 500 and 2,000, as well as the representation process with judgement for memory. The first report studied the context generating machine for Japanese pun generation. This was termed “Class B engine” or “Dajare Machine.” This study focused on the examination of the context threshold using an experiment of human brain mapping on an auditory evoked magnetic field (AEF) of a magnetic encephalogram. It also focused on the analysis of the theory of cognitive semantics and folk biology, using a theory of short-term memory of the “magical number seven.”


Author(s):  
Kai Seino ◽  
Shun Ishizaki

The purpose of this chapter is to examine the psychological approach from a narrative viewpoint. In addition, the authors discuss the possibility of collaboration with artificial intelligence (AI). They reviewed the narrative approaches in psychology. At result, they showed how the narrative approach in clinical domain was expanded. The following possibilities exist regarding a narrative generative system in a narrow sense: (1) It is the construction of a fluid system. (2) The systems generate a tale communally. (3) There are no clear beginnings and endings. (4) It is a narrative generation through a dialogue. Next, the following possibilities exist regarding a narrative generative system in broad sense: (1) It is the modeling of the stance of the narrative. (2) It is the modeling of narrative generation by the community. (3) It is the modeling of the process. (4) It is the study of the interlocutory peculiarity.


Author(s):  
Akihito Kanai

This chapter surveys, discusses, and explores the entire concept of visual narrative structure, cognition, and generation from continuity-based to discontinuity-based perspectives. The model of visual narrative structure, including presentation and meaning, is expanded to explain the cognitive transition based on the rhetorical transition techniques and the rhetorical cutting techniques. The classification of the visual narrative structure, including rhetorical transition techniques and rhetorical cutting techniques, is useful for narrative simulation for discussing and exploring the entire visual narrative concept and generation. The rhetorical cutting techniques and the rhetorical transition techniques can reveal various cognitive effects such as reality effects and nostalgia effects, including difficulty. The determinacy-based narrative, the indeterminacy, the diversity, and the ambiguity on narrative can bridge the gaps between cognitive science, artificial intelligence, and narratology.


Author(s):  
Akimitsu Hirota
Keyword(s):  

Among brand stories that affect brand equity, the importance of signature stories has been pointed out in particular. Casio Computer Co.'s G-SHOCK enjoys strong brand equity. The first model has created a new market. The development of G-SHOCK went through two years of trial and error. The trial and error that can exist only in the development of a market-creating product exert a great impact on brand equity. Stories about the trial and error of the developer and marketer during the development of a market-creating product are called “innovation narratives” in this chapter. This study examines the process of creating an innovation narrative from the viewpoint of a dialog and identifies the existence of a chain of two types of pivots: open pivots and closed pivots.


Author(s):  
Yasuo Tanida

In terms of story generation, the author proposes a method wherein stories can be rewritten using psychological value variables to ensure positive evaluation from readers. This method includes two phases wherein (1) a story likely to be chosen by readers from a selection of stories in the story generation system is chosen and (2) the selected story is rewritten using words that readers can relate to. It is imperative to understand the psychological values of the recipient and the relation between linguistic expressions and psychological values to complete the two phases of this study. In this chapter, the author examines the definition of psychological values and how to obtain them as well as the verification of the relation between linguistic expressions and values. This study aimed to rewrite the output of a story generation system using psychological values, and this paper is a research report on the preparation for rewriting stories. A proposal is offered for a study to construct and verify the system.


Author(s):  
Akinori Abe

In several papers, the author has discussed the possibility of the computational literary work generation. That was based on Julia Kristeva's the concept of the intertextuality. This very simple application was achieved by random combination of the selected words/phrases/letters. It is a simple technique such as the cutup method. The author showed even such a simple method could generate literary works that can be regarded as not so bad literary works. However, for more intelligent generation, the author introduced abduction. By abduction, it is possible to guarantee the logical consistency and coherency. However, it does not care the very cognitive aspects such as beautiful, sentimental, and valuable, which will be very important factor in the literature. In this chapter, the author will discuss to add such cognitive aspects to the logical generation of literary works.


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