• DocumentCode
    3192125
  • Title

    A Decision-Making Process for Digital Storytelling

  • Author

    Barbosa, Simone Diniz Junqueira ; Furtado, Antonio L. ; Casanova, Marco A.

  • Author_Institution
    Dept. de Inf., Pontificia Univ. Catolica do Rio de Janeiro, Rio de Janeiro, Brazil
  • fYear
    2010
  • fDate
    8-10 Nov. 2010
  • Firstpage
    1
  • Lastpage
    11
  • Abstract
    The method proposed here to determine, in a simplified but still plausible way, the behaviour of the characters participating in a story is based on rules that associate a given situation with a list of different goals. In view of the rules whose situation holds at the current state, each character engages in a decision-making process along three steps: goal selection, plan selection, and commitment. The selection criteria reflect individual preferences originating, respectively, from drives, attitudes and emotions. Four kinds of inter-character relations are considered, which may lead to goal and plan interferences. A prototype logic programming tool was developed to run experiments.
  • Keywords
    computer aided instruction; decision making; human computer interaction; humanities; logic programming; decision making; digital storytelling; goal selection; plan interferences; prototype logic programming tool; Decision making; Logic programming; Proposals; Prototypes; Registers; Semantics; Weight measurement; affective computing; goal inference; narrative plots; rhetoric tropes; storytelling;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games and Digital Entertainment (SBGAMES), 2010 Brazilian Symposium on
  • Conference_Location
    Florianopolis
  • ISSN
    2159-6654
  • Print_ISBN
    978-1-61284-391-9
  • Electronic_ISBN
    2159-6654
  • Type

    conf

  • DOI
    10.1109/SBGAMES.2010.16
  • Filename
    5772266