Interactive Storytelling: Second Joint International by Caitlin Kelleher (auth.), Ido A. Iurgel, Nelson Zagalo,

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By Caitlin Kelleher (auth.), Ido A. Iurgel, Nelson Zagalo, Paolo Petta (eds.)

The wealthy programme of ICIDS 2009, comprising invited talks, technical pres- tations and posters, demonstrations, and co-located post-conference workshops essentially underscores the event’s prestige as most desirable overseas assembly within the area. It thereby con?rms the choice taken by way of the Constituting Committee of the convention sequence to take the leap forward: out of the nationwide cocoons of its precursors, ICVS and TIDSE, and in the direction of an itinerant platform re?ecting its international constituency. This flow re?ects the will and the desire to tackle the problem to stick looking out, seriously re?ect upon and combine perspectives and ideas,?ndingsandexperiences,andtopromoteinterdisciplinaryexchange,while making sure total coherence and keeping a feeling of path. this can be a signi?cant company: The demanding situations sought are multifarious and needs to be addressed constantly in any respect degrees. the need to contain all examine communitiesandstakeholdersmustbematchedbyacknowledgingthedi?erences in confirmed practises and via delivering appropriate technique of tips and int- duction, exposition and direct interplay on the occasion itself and of lasting (and increasingly:living) documentation, of which the current lawsuits are yet an immense part.

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Read Online or Download Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portugal, December 9-11, 2009. Proceedings PDF

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Extra resources for Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portugal, December 9-11, 2009. Proceedings

Sample text

Abstract operators are used to define patterns of storytelling and impose constraints on lower-level shots and shot sequences. To evaluate the coherence of the cinematic discourse produced by Darshak, we present a detailed user evaluation that exploits techniques first used to evaluate QUEST [8], a cognitive model of question-answering in the context of stories. Results from our initial experiments show that choice of visualization strategy significantly affects viewer comprehension, and that cinematics generated by the system using an intentional model of communication result in improved comprehension over naive approaches.

The Latin Square design is used to block on two sources of variation in complete blocks. Youden squares are used to block on two sources of variation - in this case, story and group - but cannot set up the complete blocks for latin squares designs. Each row (story) is a complete block for the visualisations, and the columns (groups) form a BIBDs. Since both group and visualisation appears only once for each story, tests involving the effects of visualisation are orthogonal for those testing the effects of the story type; The Youden square design isolates the effect of the visual perspective from the story effect.

The necessity and sufficiency constraints in the constraint satisfaction predictor reduce the strength of the answer. In Q1, for example, it is not necessary for Lane to challenge Vinny. He could just shoot him right away. This is an interesting case where users who were familiar with the gunfight setting chose to label the challenge as being an important step in killing Vinny. In a master-shot the gunfight sequence was not even recognized as a gunfight by most participants. Figure 4 shows the average ratings for each question for the second story.

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