Josep Valls-Vargas

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This paper presents an approach for automatically identifying high-level narrative structure information, particularly character roles, from unannotated folk tales. We introduce a new representation called action matrices to encode Propp’s narrative theory on character role and their “sphere of action.” We tested our approach in a fully automated system(More)
Some computer game genres require meaningful stories and complex worlds in order to successfully engage players. In this paper we look at a procedural approach to story-based map generation focusing on the tight relationship between stories and the virtual worlds where those stories will unfold. Our long term goal is to develop procedural content generation(More)
We present a case-based approach to character identification in natural language text in the context of our Voz system. Voz first extracts entities from the text, and for each one of them, computes a feature-vector using both linguistic information and external knowledge. We propose a new similarity measure called Continuous Jaccard that exploits those(More)
While most natural language understanding systems rely on a pipeline-based architecture, certain human text interpretation methods are based on a cyclic process between the whole text and its parts: the hermeneutic circle. In the task of automatically identifying characters and their narrative roles, we propose a feedback-loop-based approach where the(More)
Little Newton is a 3D defense game in which the player learns about basic physics concepts by controlling physical attributes of projectiles. The mechanics of the game require the player to learn the basics of parabolic arcs, and friction in order to make use of the projectiles. Educational and learning theories are applied to the design in order to(More)
Modern computing is increasingly handled in a parallel fashion, however, little is known about how individuals learn parallel programming. This paper focuses on the design of an educational game called <i>Parallel</i>, designed for both teaching parallel programming education for CS undergraduate curricula, as well as for gathering insights into how(More)
We present the preliminary work in the TAEMILE project, which aims to co-regulate the learning process in educational games by automatically balancing learners autonomy and the pedagogical processes intended by educators. We focus on our design rationale and the initial results from our user study.
In this paper we present a survey of two of the main areas of research within the field of computational narrative, namely narrative analysis and generation. We argue that there is a gap between these two lines of work and propose a taxonomy of the computational models of narrative used within each. We outline potential mappings between computational(More)