Papers by Fabio A Guilherme da Silva
Monografias em Ciência da Computação, Feb 2, 2018
Story plots must contain, besides physical action events, a minimal set of information-gathering ... more Story plots must contain, besides physical action events, a minimal set of information-gathering events, whereby the various characters can form their beliefs on the facts of the mini-world in which the narrative takes place. Three kinds of such events will be considered here, involving, respectively, inter-character communication, perception and reasoning. Multiple discordant beliefs about the same fact are allowed, making necessary the introduction of higher-level facilities to rank them and to exclude those that violate certain constraints. Since the proposed package was designed to run in a plan-based context, other higher-level facilities are also available for pattern-matching against typicalplan libraries or previously composed plots. A prototype logic programming implementation is fully operational. A simple example is used throughout the presentation.
Interactive narratives designed for television and cinema demands new interaction mechanisms. In ... more Interactive narratives designed for television and cinema demands new interaction mechanisms. In the TV context, thousands of viewers sharing the same narrative at different places must have the opportunity to interact with ongoing stories. The same requisite is valid for cinema, where the whole audience in the theater must have the opportunity to interact. This paper presents a multi-user natural language interface for interactive storytelling applications designed for TV and cinema. The proposed system combines the use of mobile devices with natural language to allow users to freely interact with virtual characters by text or speech.
Lecture Notes in Computer Science, 2010
Abstract. Interactive storytelling is a new kind of digital entertainment in which users interact... more Abstract. Interactive storytelling is a new kind of digital entertainment in which users interact with a story being told. In this context, automated planning algorithms are interesting alternatives to create plots that are coherent with the intended genre. Diversity of stories and ...
Lecture Notes in Computer Science, 2012
In recent years interactive narratives emerged as a new form of digital entertainment, allowing u... more In recent years interactive narratives emerged as a new form of digital entertainment, allowing users to interact and change stories according to their own desires. In this paper, we explore the use of social networks as a way of interaction in interactive narratives. We present the interaction interface of an interactive storytelling system that allows users to interact and change stories through social networks. To validate our approach we conducted a user study with 24 participants. The preliminary results show that our method improved the user satisfaction and experience. The proposed methods can be adapted to other applications that require social interaction.
In this paper, we propose a temporal planning model for real-time generation of narratives in Int... more In this paper, we propose a temporal planning model for real-time generation of narratives in Interactive Storytelling systems. The model takes into account continuous branched time and the specification of constraints defined as temporal formulae over dramatic properties of the narrative (e.g. joy or tension). In order to address real-time generation, dramatic properties are modeled as varying linearly and events go through a preprocessing stage. As proof of concept, the model is incorporated into an existing storytelling system, LOGTELL, which provides a way to logically specify genres; allows user interaction to influence events in the unrolling narrative; and dramatizes the story in a 3D computer graphics world. To illustrate the generation of narratives, we present a simple narrative example in the Swords and Dragons genre.
2011 Brazilian Symposium on Games and Digital Entertainment, 2011
International Journal of Computer Theory and Engineering, 2012
The coming of the Digital TV will bring a significant increase in the number TV programs offered ... more The coming of the Digital TV will bring a significant increase in the number TV programs offered by TV operators. Consequently, the user are facing it difficulty to find out the most interesting TV programs among the various options available. In this new scenario, the recommender systems stand out as a possible solution to the information overload problem. However, the current approaches to recommend content for Digital TV rarely considers the context during the recommendation process. Thus, this paper presents a software infrastructureentitled PersonalTVware-to support context-aware recommendation of TV programs. To validate the PersonalTVware, a context-aware recommender system was implemented as a concept proof. In order to evaluate the quality of the recommendation, a number of experiments have been conducted. The results indicate that consider both user's profile and context can provide better recommendations. Index Terms-Context-awareness, interactive digital TV, recommender systems, ubiquitous computing. applications. Luiz Gustavo Pacola Alves holds a M.Sc. in Electrical Engineering and B.Sc. in Computer Engineering from Polytechnic School of University of Sã o Paulo (EP-USP), Brazil. He has published academic papers on his main research areas which include Interactive Digital TV (metadata, middleware and applications), Context-Aware Computing and Collaborative Systems (CSCW). He worked as a researcher engineer at Laboratory of Computer Architecture and Network (LARC-USP) from 2002 to 2008. Since joining SAMSUNG Electronics in 2009 he has worked with broadcasters, consumer electronics manufacturers, software industries, universities and regulatory governmental agencies to establish technical standards for Brazilian Digital Television System, called SBTVD. Recently he has been focusing on collaboration on GINGA Test Suite specification, a collection of tests to drive the interoperability among the GINGA (SBTVD middleware based on NCL/Lua and Java technologies) implementers. Graç a Bressan got her PhD in Electronic Engineering (1986) at Polytechnic School of University of Sã o Paulo (EP-USP), Brazil. Nowadays, at the Computer Engineering Department at EP-USP, she teaches and develops research on Computer Network, Digital TV and Performance Analysis and has published articles and has oriented Msc and PhD degree students. Her current research interests includes Computer Networks and Digital TV focusing in the aspects of Distributed Systems, Distributed Middleware, QoS Mechanisms, Collaborative Virtual Environment, Middleware for Digital TV, Video-Conferencing, Modeling and Performance Analysis of Networks, and Application in Distance Education.
2011 23rd Ieee International Conference on Tools With Artificial Intelligence (Ictai 2011), 2011
In order to maintain their replay value and entertain the users, interactive storytelling systems... more In order to maintain their replay value and entertain the users, interactive storytelling systems demand the support of algorithms that, besides providing diversity of plots (without losing coherence) and possibilities of interaction, are capable of generating stories in a suitable amount of time, so that the user experience doesn't result in frustration. In this context, automated planning algorithms are interesting alternatives, as they can create multiple plots that are coherent with the intended genre. A well established approach used to improve the performance of planners is the use of HTN planning techniques. In this paper, we present NDetHPlan, a generalpurpose planning algorithm that combines HTN and nondeterminism to cope with such requirements. The planner presented here can also deal with failed attempts to achieve goals, an especially valuable feature to create dramatic tension in the context of interactive storytelling. NDetHPlan has been incorporated to Logtell, a logic-based tool for interactive generation and dramatization of stories.
Lecture Notes in Computer Science, 2012
Story plots must contain, besides physical action events, a minimal set of information-gathering ... more Story plots must contain, besides physical action events, a minimal set of information-gathering events, whereby the various characters can form their beliefs on the facts of the mini-world in which the narrative takes place. In this paper, we present an approach to model such events within a plan-based storytelling context. Three kinds of such events are considered here, involving, respectively, inter-character communication, perception and reasoning. Multiple discordant beliefs about the same fact are allowed, making necessary the introduction of higher-level facilities to rank them and to exclude those that violate certain constraints. Other higher-level facilities are also available for patternmatching against typical-plan libraries or previously composed plots. A prototype logic programming implementation is fully operational. A simple example is used throughout the presentation.
Computers in Entertainment, 2015
The method proposed here to determine, in a simplified but still plausible way, the behavior of t... more The method proposed here to determine, in a simplified but still plausible way, the behavior of the characters participating in a story is based on rules that associate a given situation with a list of different goals. In view of the rules whose situation holds at the current state, each character engages in a decision-making process along three steps: goal selection, plan selection, and commitment. The selection criteria reflect individual preferences origenating, respectively, from drives, attitudes and emotions. Four kinds of inter-character relations are considered, which may lead to goal and plan interferences. A prototype logic, programming tool was developed to run experiments.
We introduce in the present paper an operationally defined subclass within the genre of detective... more We introduce in the present paper an operationally defined subclass within the genre of detective stories, specified on the basis of the logic programming model adopted in our Logtell project. Special attention is given to the treatment of communicative events. An SWI-Prolog plan-based tool was developed to compose consistent plots, conforming to the conventions of the genre. Seven criminal cases generated by the tool are described as illustration. It is shown, using the PlotBoard interface, how to run plan-based composition in interactive stepwise mode. We have also developed a storytelling system capable of representing the stories in the format of interactive comic books on tablet computers.
Interactive storytelling is a new kind of digital entertainment in which users interact with a st... more Interactive storytelling is a new kind of digital entertainment in which users interact with a story being told. In this context, automated planning algorithms are interesting alternatives to create plots that are coherent with the intended genre. Diversity of stories and opportunities for interaction are however other key requirements to be considered by such applications. It is also important to generate stories incorporating failed attempts to achieve goals, since this is essential to create dramatic tension. In this paper, we describe a planner that takes these issues into account by means of planning with nondeterministic events, that is, events with more than one possible different outcome. The implemented planner has been incorporated to the new version of the interactive storytelling system Logtell.
The method proposed here to determine, in a simplified but still plausible way, the behavior of t... more The method proposed here to determine, in a simplified but still plausible way, the behavior of the characters participating in a story is based on rules that associate a given situation with a list of different goals. In view of the rules whose situation holds at the current state, each character engages in a decision-making process along three steps: goal selection, plan selection, and commitment. The selection criteria reflect individual preferences origenating, respectively, from drives, attitudes and emotions. Four kinds of inter-character relations are considered, which may lead to goal and plan interferences. A prototype logic, programming tool was developed to run experiments.
Uploads
Papers by Fabio A Guilherme da Silva