当前位置: X-MOL 学术IEEE Trans. Games › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Manipulating Narrative Salience in Interactive Stories Using Indexter's Pairwise Event Salience Hypothesis
IEEE Transactions on Games ( IF 1.7 ) Pub Date : 2020-03-01 , DOI: 10.1109/tg.2019.2905230
Rachelyn Farrell , Stephen G. Ware , Lewis J. Baker

The salience of a narrative event is defined as the ease with which an audience member can recall that past event. This paper describes a series of experiments investigating the use of salience as a predictor of player behavior in interactive narrative scenarios. We utilize Indexter, a plan-based model of narrative for reasoning about salience. Indexter defines a mapping of five event indices identified by cognitive science research onto narrative planning event structures. The indices—protagonist, time, space, causality, and intentionality—correspond to the “who, when, where, how, and why” of a narrative event, and represent dimensions by which events can be linked in short-term memory. We first evaluate Indexter's claim that it can effectively model the salience of past events in a player's mind. Next, we demonstrate that salience can be used to predict players’ choices for endings in an interactive story, and finally, we demonstrate that the same technique can be applied to influence players to choose certain endings.

中文翻译:

使用 Indexter 的成对事件显着性假设操纵互动故事中的叙事显着性

叙事事件的显着性被定义为观众成员回忆过去事件的难易程度。本文描述了一系列实验,研究了在交互式叙事场景中使用显着性作为玩家行为的预测指标。我们利用 Indexter,一种基于计划的叙事模型来推理显着性。Indexter 定义了认知科学研究确定的五个事件索引到叙事规划事件结构的映射。这些指标——主角、时间、空间、因果关系和意向性——对应于叙事事件的“谁、何时、何地、如何和为什么”,并代表了在短期记忆中事件可以联系起来的维度。我们首先评估 Indexter 的说法,即它可以有效地模拟玩家头脑中过去事件的显着性。下一个,
更新日期:2020-03-01
down
wechat
bug