A Cognitive-Based Model of Flashbacks for Computational Narratives

Hui-Yin Wu 1 Michael Young 2 Marc Christie 1
1 MIMETIC - Analysis-Synthesis Approach for Virtual Human Simulation
IRISA-D6 - MEDIA ET INTERACTIONS, Inria Rennes – Bretagne Atlantique , UR2 - Université de Rennes 2
Abstract : The flashback is a well-known storytelling device used to invoke surprise, suspense, or fill in missing details in a story. Film literature provides a deeper and more complex grounding of flashbacks by explaining their role to stimulate the viewer's memory in order to guide and change viewer comprehension. Yet, in adapting flashback mechanisms to AI sto-rytelling systems, existing approaches have not fully modelled the roles of a flashback event on the viewer's comprehension and memory. To expand the scope of AI generated stories, we propose a formal definition of flashbacks based on the identification of four different impacts on the viewer's beliefs. We then establish a cognitive model that can predict how viewers would perceive a flashback event. We finally design a user-evaluation to demonstrate that our model correctly predicts the effects of different flashbacks. This opens great opportunities for creating compelling and temporally complex interactive narratives grounded on cognitive models.
Type de document :
Communication dans un congrès
AIIDE 2016 - 12th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Oct 2016, San Francisco, United States. Proceedings of Artificial Intelligence and Interactive Digital Entertainment 2016, pp.239-245
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Contributeur : Marc Christie <>
Soumis le : lundi 12 décembre 2016 - 11:34:31
Dernière modification le : mardi 12 juin 2018 - 01:20:08

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  • HAL Id : hal-01413401, version 1

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Hui-Yin Wu, Michael Young, Marc Christie. A Cognitive-Based Model of Flashbacks for Computational Narratives. AIIDE 2016 - 12th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Oct 2016, San Francisco, United States. Proceedings of Artificial Intelligence and Interactive Digital Entertainment 2016, pp.239-245. 〈hal-01413401〉

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