• Corpus ID: 433177

Narrative in Virtual Environments - Towards Emergent Narrative

  title={Narrative in Virtual Environments - Towards Emergent Narrative},
  author={Ruth Aylett},
In this paper we consider the clash between the pre-scripted character of much narrative and the freedom afforded by a Virtual Environment. We discuss the concept of emergent narrative as a possible way of avoiding this clash. We examine the role of a VE user in a narrative and consider the concept of social presence as a means of reconciling the freedom of the user with the constraints of an emergent narrative. 

Purposeful Authoring for Emergent Narrative

This paper aims to clarify the actual function of the author by investigating what is exactly mediated in ENs and how this can be filled in by an author at design time.

Narrative theory and emergent interactive narrative

This paper aims at reviewing narrative approaches and theories in an effort to assess their potential as suitable models for computational implementation within the EU Framework V-funded project

Solving the Narrative Paradox in VEs - Lessons from RPGs

The potential benefits for the research currently undertaken by the AI community in terms of storytelling and interactive storytelling are addressed, and the potential of non-conventional narrative forms for computer implementation is assessed.

Managing a Non-linear Scenario - A Narrative Evolution

An alternative approach to virtual and interactive storytelling in the form of the emergent narrative concept is presented, together with an implementation of a subset of these ideas in the FearNot! demonstrator.

Tension Space Analysis for Emergent Narrative

A novel approach to emergent narrative using the narratological theory of possible worlds is presented and how the design of works in such a system can be understood through a formal means of analysis inspired by expressive range analysis is demonstrated.

Emergent Narrative , requirements and high-level architecture

The necessary requirements, as well as a high level architecture for a storytelling system that fits the definition of VS (i.e. Emergent Narrative) are exposed and a model of multi layered plot structure is presented based on research in the domains of both RPGs and interactive theatre.

Authoring Emergent Narrative-based Games

The narrative paradox between interactivity and narrative content in virtual environments and the concept of the Emergent Narrative (EN) and the particular phil osophy it has been developed upon are introduced.

Socially-Aware Emergent Narrative

An extension of the cOncienS framework is proposed to support emergent narrative in games with two objectives: 1) provide social-awareness inEmergent narrative by means of an organisational model, and 2) create convincing dynamic and flexible storytelling in games.

Beyond Emergence : From Emergent to Guided Narrative

This paper presents the emergent episode, a structure that can be used to organize the story, and a special agent, named Story Facilitator, who has the task of sequencing the episodes in such a way that produces a coherent emergent story.

Interactive drama in real and virtual worlds.

This paper reports work around the concept of Emergent Narrative – the development of narrative structure through interaction itself, exploring how far reworking narrative structure as a loop between the causal (plot) and affective (character) can produce engaging experiences for participants.



Virtual actors and avatars in a flexible user-determined-scenario environment

  • D. Shawver
  • Computer Science
    Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality
  • 1997
VRaptor, a VR system for situational training that uses trainer-defined scenarios is described. The trainee is represented by an avatar; the rest of the virtual world is populated by virtual actors,

IMPROV: A System for Real-Time Animation of Behavior-Based Interactive Synthetic Actors

The IMPROV Project at NYU’s Media Research Lab is building the technologies to produce distributed 3D virtual environments in which human-directed avatars and computer-controlled agents interact with

Multiagent Collaboration in Directed Improvisation

Directed improvisation presents distinctive requirements for agent interaction (emphasizing: situated, spontaneous, opportunistic behavior; very intimate interaction with shared control; and process-oriented evaluation criteria), which make it useful addition to the domain of inquiry for multiagent systems.

MediSim: a prototype VR system for training medical first responders

A prototype virtual reality (VR) system for training medical first responders and focuses on the training of medical corpsmen and other front-line personnel who might be called upon to provide emergency triage on the battlefield.

Virtual Teletubbies: reapplying a robot architecture to virtual agents

A virtual environment that contains no other agent than the avatar representing the user may be useful for some applications, but it seems very 'empty', so there is a role for virtual agents in multi-user VEs.

A Behavioural Synthesis Architecture for the Control of Mobile Robots

  • Advanced Robotics and Intelligent Machines, ed. J.O.Gray & D.G.Caldwell. IEE Control Eng. Series
  • 1996