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1998, Knowledge-Based Systems
Rapid growth of competition on the electronic market place, will generate the demand for new innovative communication styles with web users. In this paper, we develop an operational approach for the automated generation of hypermedia presentations. Unlike conventional hypermedia, we use a lifelike presentation agent which presents the generated material, and guides the user through a dynamically expanding navigation space. The approach relies on a model that combines behavior planning for lifelike characters with concepts from hypermedia authoring such as timeline structures and navigation graphs.
… of the 3rd international conference on …, 1998
Springer eBooks, 2000
… of the second international conference on …, 1998
Proceedings of the Australasian Computer Science Week Multiconference on - ACSW '16, 2016
In this paper we describe a prototype capability we have developed for creating and presenting multimedia presentations using virtual humans to provide narrative. The multimedia presentations are structured using Rhetorical Structure Theory to describe the narrative relations between each part of the presentation, so that different versions of the presentation can be automatically presented to suit given constraints such as time available or the prior knowledge of the audience. This approach allows reuse of the presentation material while ensuring that these different versions remain coherent. To simplify authoring of these presentations we have developed a web-based presentation editor and preview capability. Categories and Subject Descriptors • Information systems~Multimedia content creation • Information systems~Document structure • Information systems~Web interfaces • Information systems~Multimedia and multimodal retrieval • Human-centered computing~Interaction paradigms • Human-centered computing~Graphical user interfaces • Computing methodologies~Natural language processing
2006
With the goal of supporting the knowledge circulation and creation process in a society, we have studied story-based communication in a network community. On the basis of this research motivation, this paper proposes a web-based multimedia environment called Stream-oriented Public Opinion Channel (SPOC), which enables novice users to embody a story as multimedia content and distribute it on the Internet.
Applied Artificial Intelligence, 1999
2001
Lifelike characters, or animated agents, provide a promising option for interface development as they allow us to draw on communication and interaction styles with which humans are already familiar. In this contribution, we revisit some of our past and ongoing projects in order to motivate an evolution of character-based presentation systems. This evolution starts from systems in which a character presents information content in the style of a TVpresenter. It moves on with the introduction of presentation teams that convey information to the user by performing role plays. In order to explore new forms of active user involvement during a presentation, the next step may lead to systems that convey information in the style of interactive performances. From a technical point of view, this evaluation is mirrored in different approaches to determine the behavior of the employed characters. By means of concrete applications, we argue that a central planning component for automated agent scripting is not always a good choice, especially not in the case of interactive performances where the user may take on an active role as well.
IEEE/WIC/ACM International Conference on Intelligent Agent Technology, 2005
The system, 'Auto-Presentation', builds a presentation automatically by parsing, summarizing and correlating information collected from the Internet based knowledge sources after receiving the presentation topic from the user. The system, with the help of a group of character based software-agents, presents the topic verbally with accompanied slides and different gestures. Section 1 provides brief introduction and section 2 describes the architecture and explains different components of 'Auto-Presentation'. Section 3 describes necessary algorithms. Section 4 depicts some test results and evaluations. Section 5 concludes the paper.
2002
Abstract In this paper, we describe a method for implementing the behaviour of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal Tournament™ game engine, and carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates in the creation of a dynamic storyline.
Proc.(CD-ROM) WebNet, 2000
As a new style of effective information presentations and a new multimodal information content production on the World Wide Web (WWW), multimodal presentation using interactive lifelike agents with verbal conversation capability appears to be very attractive and important. For this purpose, we have developed Multimodal Presentation Markup Language (MPML), which allows many users to write attractive multimodal presentations easily. MPML is a markup language conformed to Extensible Markup Language (XML). It supports functions for controlling verbal presentation and agent behavior. In this paper, we present the specification, related tools, and application of MPML when used as a tool for composing multimodal presentations on the WWW.
AI Magazine, 2001
2003
Abstract The creation of novel, engaging and dynamic interactive stories presents a unique challenge to the designers of systems for interactive entertainment, education and training. Unlike conventional narrative media, an interactive narrative-based system may be required to generate its own story structure, determine the appropriate interface elements to use to convey the storys action and manage the effective interaction of a user within the story as it plays out.
Retrieved October, 2006
Virtual environments are a digital media in which each time more stories are told with the purpose of teaching, training, entertaining or communicating something to the users. Predefined scripts, plenty of interaction freedom and even the simulation of a fictional world and its inhabitants are not enough to create quality stories. Since late eighties, a growing scientific community has being developing intelligent systems able to direct automatically everything that happens in a virtual environment, in order to adapt the story to the application goals and the particular characteristics of each interactor. This paper presents an updated review of the steps forward, results in the form of implemented systems and pending tasks of this research line.
… of the 2nd international conference on …, 1997
2003
Previous approaches to adaptive presentation have highlighted conflicts of interest between adapting the content, media type or quality and structure of a presentation. By using the three level model of narrative as a starting point, we can gain a greater understanding of the relationship between these. In this paper we present the prototype Hyperdoc system, which applies adaptive techniques at the separate levels of narrative in order to achieve a tailored web presentation within a certain domain.
Interface agents are becoming a new way for computers to communicate with humans. These agents have gained much focus recently since there is a growing interest for presentations over the Internet. The application domain of these agents is becoming wider, the quality and complexity of the existing systems is increasing fast. Our contribution to this research field concerns a new system enabling authors to easily enhance their already existing content with synthetic agents having believable behavior. It consists of a customizable 3D facial agent system and a powerful language to author presentations using interface agents, called MPML. This system provides both a versatile agent and an easy-to- use control over it.
2003
VISTAs, Virtual Interactive Story Telling Agents, interact with users through natural language query/answer patterns derived from the analysis of narrative content developed from multimedia. This paper describes the rationale for agent development, their software components, and the overall architecture for VISTAs, which are used as a form of highlevel information retrieval for educational and entertainment purposes. The VISTA agent architecture merges multiple technologies to build an information system with a query/answering front-end user interface and a back-end natural language and knowledge processor provided by the Jinni 2002 Prolog complier.
Lecture Notes in Computer Science, 2000
With the advent of web browsers that are able to execute programs embedded in web pages, the use of animated characters for the presentation of information over the web has become possible. A strong argument in favour of using such characters in a web interface is the fact that they make human-computer interaction more enjoyable and allow for the emulation of communication styles common in humanhuman dialogue. In this paper we discuss three ongoing DFKI projects on lifelike synthetic characters in the internet. While all agents rely on the same approach for automated script generation, we use different player technologies which will be discussed in the light of different applications.
2003
We first introduce CrossTalk, an interactive installation with animated presentation characters that has been designed for public spaces, such as an exhibition, or a trade fair. The installation relies on what we call a metatheater metaphor. Quite similar to professional actors, characters in CrossTalk are not always on duty. Rather, they can step out of their roles, and amuse the user with unexpected intermezzi and rehearsal periods. From the point of view of interactive story telling, CrossTalk comprises at least two interesting aspects. Firstly, it smoothly combines manual scripting of character behavior with an approach for automated script generation. Secondly, the system maintains a context memory that enables the characters to adapt to user feedback and to reflect on previous encounters with users. The context memory is our first step towards characters that develop their own history based on their interaction experiences with users. In this paper we briefly describe our approach for the authoring of adaptive, interactive performances, and sketch our ideas to enrich conversations among the characters by having them reflect on their own experiences.
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