티스토리 뷰
a morphological approach to interactive storytelling
Dieter Grasbon (dieter@grasbon.com), Norbert Braun (norbert.braun@zgdv.de)
Digital Storytelling Department, Computer Graphics Center, Darmstadt, Germany
Few attempts have yet been made to implement a story engine for guiding interactive drama. Most of them rely on the computer’s ability to generate the story in full detail. By focusing on story guidance at the level of morphological functions as defined by Russian formalist Vladimir Propp, we take a different approach. We do not attempt to provide a model for generating stories in detail. Instead, we expect human authors to create specific interactive scenarios for each function in advance. Our primary concerns are high-level guidance of plot, as well as finding the best compromise between author input and machine generation. By providing access to the story model itself, we allow authors to control the story at all levels of detail. Our first prototype features a wide variety of plots being generated from a limited number of scenes.
Keywords:: story engine, nonlinear, interactive storytelling, narrative intelligence, Propp
Project URL: http://www.zgdv.de/zgdv/departments/z5
p.s. http://scholar.google.com/ 은 논문 찾는데 더 높은 효과를 보여준다.
'Interactive Story' 카테고리의 다른 글
PSP: TALKMAN (0) | 2006.08.25 |
---|---|
Façade (0) | 2006.08.25 |
story engine 관련 논문 (0) | 2006.08.11 |
언어를 이용해 게임을 한다구? (0) | 2006.06.19 |
비디오 게임은 죽었어!! By Chris Crawford (0) | 2006.06.18 |
공지사항
최근에 올라온 글
최근에 달린 댓글
- Total
- Today
- Yesterday
링크
TAG
- 책리뷰
- GDC
- 게임
- Façade
- 언니네이발관
- 정발
- MMORPG
- 2008년
- STORY
- 마비노기 영웅전
- second life
- MMOG
- interactive storytelling
- 문국현
- 아내
- Game Design
- 구글
- 책
- POSTMORTEM
- M-06
- Macbook pro
- 게임회사
- Wii
- PSP
- 게임기획자
- 플레이모빌
- Level Design
- 5집
- GDC2007
일 | 월 | 화 | 수 | 목 | 금 | 토 |
---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | |||
5 | 6 | 7 | 8 | 9 | 10 | 11 |
12 | 13 | 14 | 15 | 16 | 17 | 18 |
19 | 20 | 21 | 22 | 23 | 24 | 25 |
26 | 27 | 28 | 29 | 30 | 31 |
글 보관함