Rogelio Enrique Cardona-Rivera

Learn More
The QUEST model of question answering is a computational-cognitive model designed to describe a person’s mental narrative comprehension process, which predicts behavioral responses to openended questions about the narrative. The model is based around a QUEST knowledge structure, a directed graph that captures the story’s events and the causal and(More)
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)
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)
We present work toward computationally defining a model of narrative comprehension vis-à-vis memory of narrative events, via an automated planning knowledge representation, capable of being used in a narrative generation context. There has been much recent research on computationally analyzing and generating narratives (e.g. Mani 2012). Key to these efforts(More)
We present a metaphor through which to study games: games as conversation, which casts gameplay as a communicative exchange between player and game. We propose to view aspects of gameplay as speech acts, as defined by Austin and Searle, and we present several examples that illustrate the diverse locutionary, illocutionary, and perlocutionary acts present in(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)
Verband 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)