Page 99 - AC/E Digital Culture Annual Report
P. 99
49. Riedl,M.O.,Michael Young, R.: Narrative planning: balancing plot and character. J. Artif. Int. Res. 39(1), 217–268 (2010).
51. Mike Sharples. How We Write: Writing As Creative Design, Routledge (1999).
52. Toivanen, J.M., Gross, O., Toivonen, H.: The officer is taller than you, who race yourself! Using document specific word associations in poetry generation. In: 5th International Confer- ence on Computational Creativity, ICCC 2014, Ljubljana, Slovenia (2014)
53. Toivanen, J.M., Järvisalo, M., Toivonen, H.: Harnessing constraint programming for poetry composition. In: Proceedings of the International Conference on Computational Creativity, pp. 686 160–167 (2013).
54. Toivanen, J.M., Toivonen, H., Valitutti, A., Gross, O.: Corpus-based generation of content and form in poetry. In: Proceedings of the Inter- national Conference on Computational Creativity, pp. 175–179 (2012).
55. Turner, S.R.:Minstrel: a computermodel of creativity and storytelling. Ph.D. thesis, Univer- sity of California at Los Angeles, Los Angeles (1993).
56. Veale, T.: Less rhyme, more reason: Knowl- edge-based poetry generation with feeling, insight and wit. In: Proceedings of the Interna- tional Conference on Computational Creativity, pp. 694 152–159 (2013).
58. Wama, T., Nakatsu, R.: Analysis and gener- ation of Japanese folktales based on Vladimir Propp ’s methodology. In: First IEEE International Conference on Ubi-Media Computing, pp. 426–430 (2008).
Ten digital resource and/ or websites
1. The Story Telling Laboratory
http://nil.fdi.ucm.es/?q=research/storytelling
The Story Telling Laboratory is a research initia- tive that hooks up ongoing projects that study various areas related to stories: how they are composed, how they can be explored interac- tively, how they can be turned into text or video, how the texts can be read aloud in a convincing manner and how they can be presented as verse.
2. Entertainment Intelligence Lab
http://eilab.gatech.edu/
The Entertainment Intelligence Lab focuses on computational approaches to create entertaining experiences and entertainment. Some of the problematic areas tackled are computer games, storytelling, interactive digital worlds, adaptable resources and generation of procedural content. It focuses expressly on ‘hard’ computational problems that require automation, generation
at a specific moment and scalability of personal experiences.
3. Liquid Narrative Group
https://liquidnarrative.csc.ncsu.edu/
The Liquid Narrative research group, belonging to the Computer Science Department in North Carolina State University and the IT Faculty in Utah University works in the area of procedural content generation, the creation of content for interactive games and other virtual environments — that uses models of narrative to build stories and tell them automatically. For their work, they use techniques from Artificial Intelligence, Com- puter Game Design and Development, Narrative Theory, Human-Computer Interaction, Cognitive Psychology, Cinematography and other fields with the aim of modelling narrative aspects of human interaction with computer systems. Our investigation is motivated by fundamental ideas
AC/E DIGITAL CULTURE ANNUAL REPORT 2018
99
Digital Trends in Culture