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- Volume 8, Issue, 2007
Interaction Studies - Volume 8, Issue 2, 2007
Volume 8, Issue 2, 2007
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Story and discourse: A bipartite model of narrative generation in virtual worlds
Author(s): R. Michael Youngpp.: 177–208 (32)More LessIn this paper, we set out a basic approach to the modeling of narrative in interactive virtual worlds. This approach adopts a bipartite model taken from narrative theory, in which narrative is composed of story and discourse. In our approach, story elements — plot and character — are defined in terms of plans that drive the dynamics of a virtual environment. Discourse elements — the narrative’s communicative actions — are defined in terms of discourse plans whose communicative goals include conveying the story world plan’s structure. To ground the model in computational terms, we provide examples from research under way in the Liquid Narrative Group involving the design of the Mimesis system, an architecture for intelligent interactive narrative incorporating concepts from artificial intelligence, narrative theory, cognitive psychology and computational linguistics.
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Interaction, narrative, and drama: Creating an adaptive interactive narrative using performance arts theories
Author(s): Magy Seif El-Nasrpp.: 209–240 (32)More LessInteractive narratives have been used in a variety of applications, including video games, educational games, and training simulations. Maintaining engagement within such environments is an important problem, because it affects entertainment, motivation, and presence. Performance arts theorists have discussed and formalized many techniques that increase engagement and enhance dramatic content of art productions. While constructing a narrative manually, using these techniques, is acceptable for linear media, using this approach for interactive environments results in inflexible experiences due to the unpredictability of users’ actions. Few researchers attempted to develop adaptive interactive narrative experiences. However, developing a quality interactive experience is largely an art process, and many of these adaptive techniques do not encode artistic principles. This paper presents a new interactive narrative architecture designed using a set of dramatic techniques that have been formulated based on several years of training in film and theatre.
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Exploring the influence of task assignment and output modalities on computerized training for autism
Author(s): Ouriel Grynszpan, Jean-Claude Martin and Jacqueline Nadelpp.: 241–266 (26)More LessOur exploratory research aims at suggesting design principles for educational software dedicated to people with high functioning autism. In order to explore the efficiency of educational games, we developed an experimental protocol to study the influence of the specific constraints of the learning areas (spatial planning versus dialogue understanding) as well as Human Computer Interface modalities. We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism, during 13 sessions, at the rate of one session per week. Participants’ skills were assessed before and after a training period. A group of 10 typical children matched on academic level also took part in the experiment. A software platform was developed to manage interface modalities and log users’ actions. Moreover, we annotated video recordings of two sessions. Results underline the influence of the task and interface modalities on executive functions.
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“I think I know what you mean”: The role of theory of mind in collaborative communication
pp.: 267–280 (14)More LessTheory of Mind (ToM) is the ability to predict and understand the mental state of another. While ToM is theorized to play a role in language, we examined whether such a mentalizing ability plays an important role in establishing shared understanding in conversation. Pairs of participants engaged in a Lego model building task in which a director instructed a builder on how to create duplicate models from a prototype that only the director could see. We manipulated whether the director could see (visible condition) or could not see (hidden condition) the builder’s workspace. As predicted, the Mind in the Eyes test (a measure of ToM) predicted accuracy when the workspace was hidden. A high mentalizing ability was an advantage when instructing, resulting in fewer errors, but may be a disadvantage when following instructions. This research indicates that ToM plays a key role in communicating information effectively in conversation.
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Are robots like people?: Relationships between participant and robot personality traits in human–robot interaction studies
Author(s): Sarah Woods, Kerstin Dautenhahn, Christina Kaouri, René te Boekhorst, Kheng Lee Koay and Michael L. Walterspp.: 281–305 (25)More LessIdentifying links between human personality and attributed robot personality is a relatively new area of human–robot interaction. In this paper we report on an exploratory study that investigates human and robot personality traits as part of a human–robot interaction trial. The trials took place in a simulated living-room scenario involving 28 participants and a human-sized robot of mechanical appearance. Participants interacted with the robot in two task scenarios relevant to a ‘robot in the home’ context. It was found that participants’ evaluations of their own personality traits are related to their evaluations of the robot’s personality traits. The statistical analysis of questionnaire data yields several statistically significant results: (a) Participants do not tend to assign their personality traits to match the robots’, (b) For individual personality traits, participants rated themselves as having stronger personality characteristics compared to the robot, (c) Specific significant correlations were found between participants’ and robot personality traits, and (d) Significant group differences for participant gender, age and technological background are highlighted. The results are discussed in light of developing personalized robot companions.
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Experimental comparisons of observational learning mechanisms for movement imitation in mobile robots
Author(s): Joe Saunders, Chrystopher L. Nehaniv and Kerstin Dautenhahnpp.: 307–335 (29)More LessResearch into robotic social learning, especially that concerned with imitation, often focuses at differing ends of a spectrum from observational learning at one end to following or matched-dependent behaviour at the other. We study the implications and differences that arise when carrying out experiments both at the extremes and within this spectrum. Physical Khepera robots with minimal sensory capabilities are used, and after training, experiments are carried out where an imitating robot perceives the dynamic movement behaviours of another model robot carrying a light source. It learns the movement behaviour of the model by either statically observing the model, dynamically observing the model or by following the model. It finally re-enacts the learnt behaviour. We compare the results of these re-enactments and illustrate the differences and trade-offs that arise between static observational and reactive following learning methods. We also consider circumstances where, for this robotic embodiment, dynamic observation has both advantages and disadvantages when compared to static observation. We conclude by discussing the implications that arise from using and combining these types of social learning.
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The illusion of love: Does a virtual pet provide the same companionship as a real one?
Author(s): Thomas Chesney and Shaun Lawsonpp.: 337–342 (6)More LessThe purpose of this short paper is to examine whether a screen based virtual pet, specifically Nintendogs, gives any form of companionship comparable to a real pet. Nintendogs runs on a Nintendo DS, a mobile games console. The unit has a full colour screen showing an animated puppy which users must feed, water, walk, play with and train. An abundance of literature exists examining the benefits of owning a real pet yet very little has been written about human attachment to virtual pets. Six hundred five Nintendog users were contacted by email with a request to complete a questionnaire about their interaction, 80 (13%) responded. Nine hundred requests were made to a similar group who were asked to respond about their real pet, if they had one. One hundred sixteen responses were received. Results indicate that a Nintendog does give companionship, but companionship which is significantly less than that given by a real dog or cat.
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Young Researchers in HRI Workshop 2006: Contemplating the future of human–robot interaction
Author(s): Jenny Burke, Robin R. Murphy and Cory Kiddpp.: 343–358 (16)More LessThe first Young Researchers in Human–Robot Interaction Workshop, held on March 1, 2006 in Salt Lake City, Utah, provides insight into how to facilitate the establishment of the HRI community. Organized in conjunction with the first annual ACM/IEEE Human Robot Interaction Conference, the NSF-sponsored workshop assembled 15 graduate students from 5 different countries in computer science, psychology, engineering, and the arts to build the HRI community. This report highlights recommendations from discussion sessions, a synopsis of the plenary address, and representative examples of the participants’ presentations. Participants emphasized that HRI is a unique field, requiring knowledge in computing, psychology, and communications despite the differences in the courses, methods, and philosophies across disciplines. The following are needed for future growth in HRI: (i) stable, canonical robotics platforms for research purposes, (ii) a multidisciplinary community infrastructure to connect researchers, and (iii) a “Berlitz phrasebook” and collected reference materials for helping understand the “other” disciplines.
Volumes & issues
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Volume 25 (2024)
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Volume 24 (2023)
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Volume 23 (2022)
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Volume 22 (2021)
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Volume 21 (2020)
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Volume 20 (2019)
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Volume 19 (2018)
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Volume 18 (2017)
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Volume 17 (2016)
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Volume 16 (2015)
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Volume 15 (2014)
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Volume 14 (2013)
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Volume 13 (2012)
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Volume 12 (2011)
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Volume 11 (2010)
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Volume 10 (2009)
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Volume 9 (2008)
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Volume 8 (2007)
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Volume 7 (2006)
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Volume 6 (2005)
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Volume 5 (2004)
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