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Story Pacing in Interactive Storytelling

机译:交互式叙事中的故事节奏

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This paper discusses timing and pacing issues in Interactive Storytelling applications at the conceptual level. Herein, aspects of both, the authoring process and the experiencing of interactive stories are considered. Undoubtedly, interactive stories and Interactive Storytelling applications provide a huge potential as basis for any kind of dialogue based, game based, or 'serious' edutainment application. On the other hand - and in contrast to linear, pre-scripted and less interactive applications, such as films, books or life performances - the challenge of developing applications based on interactive stories lies in the interactivity and possible 'free scenes'. By free scenes we refer to interactive elements such as chatting with a virtual character, 'playing' with an interactive installation in a museum, or performing on-site rallies ('un-guided' tours), enabling users to interactively explore the content space and acquire knowledge in their individual style and pace. Hereby, these free scenes might disturb the fluent continuation of the underlying story plot, and harmfully influence the dramaturgy and suspense of the story model. Chapter 1 further introduces and motivates the topic, while Chapter 2 provides a comprehensive overview of related research work along with some examples from the edutainment domain. Chapter 3 and 4 introduce a new approach conceptualized by the authors of this paper in the context of the EU funded project INSCAPE. Finally the main aspects are summarized and an outlook indicates open issues to be addressed in future research.
机译:本文在概念级别上讨论了交互式讲故事应用程序中的时间安排和节奏安排问题。这里,考虑了交互故事的创作过程和体验这两个方面。毫无疑问,交互式故事和交互式讲故事应用程序提供了巨大的潜力,可以作为任何基于对话,基于游戏或“严肃”的娱乐应用程序的基础。另一方面,与线性,预先编写且交互性较小的应用程序(例如电影,书籍或生活表演)相比,基于交互性故事开发应用程序的挑战在于交互性和可能的​​“自由场景”。在自由场景中,我们指的是交互式元素,例如与虚拟角色聊天,在博物馆中进行交互式安装的“玩耍”或进行现场集会(“非向导式”游览),从而使用户可以交互式地探索内容空间并以个人风格和步伐获得知识。因此,这些自由场景可能会扰乱基础故事情节的流畅延续,并有害地影响故事模型的戏剧性和悬念。第1章进一步介绍和激发了该主题,而第2章则提供了有关研究工作的全面概述,以及来自娱乐领域的一些示例。第三章和第四章介绍了一种新方法,该方法是本文作者在欧盟资助的项目INSCAPE的背景下构思的。最后,总结了主要方面,并展望了未来研究中要解决的未解决问题。

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