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|The Emergent Narrative research
The research into the Emergent Narrative concept has been targeted at its potential in terms of entertainment, education and pedagogy. It could potentially greatly impact the design and game-play of video games or interactive entertainment performances. In addition, since a number of educational methods use themes and storytelling to engage people’s emotions, one could see the study and use of narrative as a pedagogical tool for the development of Personal and Social Education (PSE) . The Emergent Narrative concept could provide opportunities for educational and pedagogical material to be presented within a compelling, interactive and immersive Virtual Environment .
The theoretical work involved with the development of an Emergent Narrative theory relates to previous and current research and theoretical work, most of which originate in different research domains. This investigation requires the researcher to consider stories and narratives from a high level of abstraction in order to capture their essence.
The EN concept aims at a potential answer to the narrative paradox observed in 3D Virtual Environments (VE) and graphically represented Virtual Storytelling systems. EN seeks a character-based approach as opposed to a plot driven approach for IS and the construction of systems in which users actively participate in the narrative process in a highly flexible real-time environment, where authorial activities are minimised. The development of the story is managed by both the user and embodied Intelligent Agents and depends entirely on the interactions between each other and their environment.
Stories and narratives are extremely complex processes involving interactivity, character representations, narrative dynamics, user experiences, decision-making processes, participative narrative forms and affective and social behaviours.
The research aims at finding and developing a narrative structure appropriate to the specific characteristics of Virtual Environments, combining the entertainment values of both storytelling and virtual experiencing.
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2. Aylett R, Louchart S. (2003) Towards a narrative theory of VR. Virtual Reality Journal, special issue on storytelling. Virtual Reality Journal Volume 7
3. Aylett R, Louchart S, Dias J, Paiva A, Vala M, Woods S, Hall L (2006) Unscripted narratives for affectively driven characters. IEEE CA&G Journal
4. Louchart S, Aylett R, Enz S (2006) Understanding emotions in dramas, a step towards interactive narratives. Proceedings AISB – Games AI and Narrative symposium- AISB 06 Bristol UK
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6. Aylett R, Louchart S, Dias J, Paiva A (2005) FearNot! An experiment in Emergent Narrative. Proceedings Intelligent Virtual Agents Conference Springer (Greece).
7. Louchart S, Aylett R, Dias J, Paiva A (2005) Unscripted Narrative for affectively driven characters. Proceedings, first International conference on Artificial Intelligence and Interactive Digital Media AIIDE 2005.
8. Aylett R, Louchart S, Dias J, Paiva A, Vala M (2005) FearNot! – an experiment in emergent narratve. Proceddings for the IVA conference 2005
9. Louchart S, Aylett R (2004) The emergent narrative theoretical investigation. Proceedings Narrative and Learning Environments Conference NILE04 Edinburgh, Scotland Page 25-33.
10. Louchart S, Aylett R (2004) Emergent narrative, requirements and high-level architecture. Proceedings SETN04 Page 298 - 308.
11. Louchart S, Aylett R (2003) Solving the narrative paradox in Ves - lessons from RPGs. Proceedings for the IVA conference Page 244-249.
12. Louchart S, Aylett R (2002) Narrative theories and emergent interactive narrative. Proceedings Narrative and Learning Environments Conference NILE02 Edinburgh, Scotland pp 1-8
Created on 05/08/2006 04:52 PM by ecirweb
Updated on 05/08/2006 05:10 PM by ecirweb