Rogelio Enrique Cardona-Rivera

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Previous approaches to computational models of narrative have successfully considered the internal coherence of the narrative's structure. However, narratives are also externally focused and authors often design their stories to affect users in specific ways. In order to better characterize the audience in the process of modeling narrative, we introduce(More)
A growing body of work in games research, both generative and analytic, seeks to characterize the relationship between a player's understanding of an interactive narrative and her options for action within it. This paper provides several definitions that collectively serve as a basis for a model of the user's comprehension of an unfolding story in a game.(More)
Games with a strong notion of story are increasingly popular. With the increased amount of story content associated with games where player decisions significantly change the course of the game (branching games), comes an increase in the effort required to author those games. Despite the increased popularity of these kinds of games, it is unclear if a(More)
A choice positively contributes to a player's sense of agency when it leads to meaningfully different content. We shed light on what a player may consider meaningfully different by developing a formalism for interactive stories in terms of the change in situational content across choices. We hypothesized that a player will feel a higher sense of agency when(More)
Affordances, broadly construed as opportunities for action, have been used to explain game-related phenomena in a variety of different contexts. This paper presents a cognitivist theory of affordances, which is general enough that it subsumes several related theories, yet precise enough that it provides a useful lens through which to view games. The(More)
Complex systems are of interest to the scientific community due to their ubiquity and diversity in daily life. Popularity notwithstanding , the analysis of complex systems remains a difficult task, due to the problems in capturing high-volume data. Massively Multiplayer Online Games (MMOGs) have recently emerged as a tractable way to analyze complex system(More)
This work seeks to validate the use of a situation model (a model for the comprehension processes in non-interactive narrative) for use modeling a player's comprehension process within interactive narratives and games. Unlike conventional narratives, games contain actions and events that might not carry any narrative significance; consequently, a cognitive(More)
—We report on the experience of teaching an industry-validated course on Artificial Intelligence in Computer Games within the Simulation and Game Design department at a two-year community college during a 16-week semester. The course format used a blended learning just-in-time teaching approach, which included active learning programming exercises and(More)
Verb-and action-based event representations have been the cornerstone of narrative representation. However, these suffer from a lack of specificity as to the level of abstraction being discussed. For example, a single verb-based event can be elaborated ad infinitum, generating arbitrarily many new verb-based events. In this position paper, we present a(More)
We present a study that investigates the heretofore unexplored relationship between a player's sense of her narrative role in an interactive narrative role-playing game and the options she selects when faced with choice structures during gameplay. By manipulating a player's knowledge over her role, and examining in-game options she preferred in choice(More)