This paper presents the leitmotifs of current research on psychologically colored interactive narration. Virtual Characters, their stories and adventures are in focus, and not the story of the user. The concept of a Capricious Non-Player Character (C-NPC) is introduced as a new kind of agent appropriate for such stories. A C-NPC expects consideration and support, even towards its technological limitations. A narrative educational game is presented that functions as a testbed for the creation of C-NPCs. An overview of the technology employed for dialogue management is provided
Personality modeling is important in order to create character variation ingames. Character variatio...
In this article, we discuss the notion of context from the perspective of narrative articulation or ...
In this paper, we introduce a new approach to designing games for serious contexts. In contrast to S...
Abstract. In this paper we review different techniques which can be used to achieve interactive stor...
The state of the art in natural language processing and dialogue management is far away from enablin...
A growing body of work in games research, both generative and analytic, seeks to characterize the re...
This report addresses a collection of interactive storytelling systems to provide an overview of sta...
Procedural content generation is a technique used to produce a wide range of computer-generated cont...
Computer aided interactive narrative allows people to participate actively in a dynamically unfoldin...
Figure 1: Virtual character narrating a dragon-sword story in which the player participates as a co-...
We present a case study of narrative in an interactive game environment exploring how motivating tex...
This paper claims that the spirited debates about game narratives in the game industry and academia...
Challenges of designing an educational game cause an ongoing debate that while one side proposes lud...
A general method for the generation of natural language narrative is described. It allows the expres...
In narrative-driven games, the story is an essential part of the gameplay, and understanding the sto...
Personality modeling is important in order to create character variation ingames. Character variatio...
In this article, we discuss the notion of context from the perspective of narrative articulation or ...
In this paper, we introduce a new approach to designing games for serious contexts. In contrast to S...
Abstract. In this paper we review different techniques which can be used to achieve interactive stor...
The state of the art in natural language processing and dialogue management is far away from enablin...
A growing body of work in games research, both generative and analytic, seeks to characterize the re...
This report addresses a collection of interactive storytelling systems to provide an overview of sta...
Procedural content generation is a technique used to produce a wide range of computer-generated cont...
Computer aided interactive narrative allows people to participate actively in a dynamically unfoldin...
Figure 1: Virtual character narrating a dragon-sword story in which the player participates as a co-...
We present a case study of narrative in an interactive game environment exploring how motivating tex...
This paper claims that the spirited debates about game narratives in the game industry and academia...
Challenges of designing an educational game cause an ongoing debate that while one side proposes lud...
A general method for the generation of natural language narrative is described. It allows the expres...
In narrative-driven games, the story is an essential part of the gameplay, and understanding the sto...
Personality modeling is important in order to create character variation ingames. Character variatio...
In this article, we discuss the notion of context from the perspective of narrative articulation or ...
In this paper, we introduce a new approach to designing games for serious contexts. In contrast to S...