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We describe recent developments in the CaveUT software, which supports immersive virtual reality installations based on the Unreal Tournament game engine. CaveUT implements several high-end VR features such as real-time stereoscopy with head and hand tracking. We demonstrate the use of CaveUT in the SAS Cube™, a PC-based CAVE™-like immersive(More)
In this paper, we describe the integration of Natural Language Processing (NLP) within an emotional planner to support Interactive Storytelling. Our emotional planner is based on a standard HSP planner, whose originality is drawn from altering the agents' beliefs and emotional states. Each character is driven by its own planner, while characters are able to(More)
The Entertainment potential of Virtual Reality is yet to be fully realised. In recent years, this potential has been described through the Holodeck#8482; metaphor, without however addressing the issue of content creation and gameplay. Recent progress in Interactive Narrative technology makes it possible to envision immersive systems. Yet, little is known(More)
In this paper, we present a fully implemented prototype of real-time cinematic control for character-based interactive storytelling approaches, where story diversity emerges from dynamic interaction between characters. We describe the specifities of real-time cinematic control within a dynamic virtual environment, where events occur at different locations(More)
In this paper, we describe a small-scale, yet complete, integration of a real-time immersive interactive storytelling system. While significant progress has been achieved in recent years on the individual component technologies of interactive storytelling, the main objective of this work is to investigate the concept of interactive storytelling in a fully(More)
The development of complex interactive 3D systems raises the need for representations supporting more abstract descriptions of world objects, their behaviour and the world dynamics. The inclusion of Artificial Intelligence representations and their use within 3D graphic worlds face both fundamental and technical issues due to the difference in(More)
Virtual Reality Art involves the design of artificial worlds that offer new experiences to spectators. An important aspect for the development of VR Art installations is the principled definition of behaviour for the environment as a whole, which would facilitate experiments with alternative laws of physics, time, and causality. We describe the first(More)
In this paper, we describe a new approach to the creation of virtual environments, which uses qualitative physics to implement object behaviour. We adopted Qualitative Process Theory as a qualitative reasoning formalism, due to its representational properties (e.g., its orientation towards process ontologies and its explicit formulation of process'(More)
Research in Interactive Narrative has developed new approaches to the behaviour of virtual actors, but has dedicated little attention to the physical behaviour of the environment in which the action takes place. In this paper, we describe a method supporting the AI-based simulation of object behaviour, so that interactive narrative can feature the physical(More)