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Although suspense contributes significantly to the enjoyment of a narrative by its readers, there has been little research on the automated generation of stories that evoke specific cognitive and affective responses in their readers. The goal of this research is to develop and evaluate a system that produces a narrative designed specifically to evoke(More)
Conflict is an unavoidable feature of life, but the development of conflict resolution management skills can facilitate the parties involved in resolving their conflicts in a positive manner. The goal of our research is to develop a serious game in which children may experiment with conflict resolution strategies and learn how to work towards positive(More)
In this paper we describe a system called ViGLS (Visualization of Game Log Summaries) that generates summaries of gameplay sessions from game logs. ViGLS automatically produces visualization of the summarized actions that are extracted based on cognitive models of summarization. ViGLS is implemented using a service-oriented architecture, de-coupling the(More)
The advances in computing technologies enable the computer users to create and share their own stories to the community at large. However, it is still regarded as complicated and laborious to author interactive narratives, where a story adapts as the user interacts with it. In authoring interactive narratives, two main approaches—branching graphs and AI(More)
The advances in the interactive contents enable users to have a variety of experiences on diverse devices. In particular, two main approaches have been researched to construct digital interactive contents: a) conditional branch techniques and b) planning techniques. Each approach offers its own benefits; the conditional branch techniques allow the user to(More)
We present a technology demonstrator for an adaptive serious game for teaching conflict resolution and discuss the research questions associated with the project. The prototype is a single-player 3D mini-game which simulates a resource management conflict scenario. In order to teach the player how to resolve this type of conflict, the underlying system(More)
We present an ontology-based reasoning approach for saving energy in a smart home setting where a mobile phone can serve as a generic sensor which can collect the inhabitant's contextual data. The paper details an ontology that describes the smart home domain and a prototype to test the system. Finally, we conclude with lessons learned from our work in(More)
We present a system that uses evolutionary optimization to suggest new story-world events that, if added to an existing interactive story, would most improve the average interactive experience, according to author-supplied criteria. In doing so, we aim to apply some of the ideas from drama-managed sto-rytelling, such as authorial aesthetic control, in an(More)
Online role playing games may be enjoyed periodically for months or years at a time. Players often log onto the game and play for a short time, and then log off for a long period of time before returning to the game, even though events continue in the persistent game world. Providing a summary of events that have occurred while a player was away from the(More)