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dc.contributor.authorTree, David John
dc.contributor.authorMalizia, Alessio
dc.contributor.editorKurosu, Masaaki
dc.date.accessioned2019-08-29T01:36:29Z
dc.date.available2019-08-29T01:36:29Z
dc.date.issued2019-06-27
dc.identifier.citationTree , D J & Malizia , A 2019 , Author-Driven Approaches to Computational Narrative Design for Games . in M Kurosu (ed.) , Human-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings . Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) , vol. 11566 LNCS , Springer Nature , pp. 571-584 , Thematic Area on Human Computer Interaction, HCI 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019 , Orlando , United States , 26/07/19 . https://doi.org/10.1007/978-3-030-22646-6_43
dc.identifier.citationconference
dc.identifier.isbn9783030226459
dc.identifier.issn0302-9743
dc.identifier.otherORCID: /0000-0002-2601-7009/work/62751596
dc.identifier.urihttp://hdl.handle.net/2299/21630
dc.description.abstractAccessible Head Mounted Displays (HMD) have provided mass access to Extended Reality (XR) content as never before. One of the key complaints from HMD owners, however, is the lack of substantial high-quality content (Moore 2017). Coupled with the domain-specific topic of presence, which describes a state beyond the concept of immersion instead with the user feeling part of the virtual world. Utilizing traditional production techniques cost and the duration of the resultant product are inextricably linked, although some progress reducing manual hours has been made with the introduction of Procedural Content Generation (PCG); the focus of this shift has been on asset creation rather than narratives (Kapadia et al. 2017). While PCG can reduce the cost of production it does not however directly increase the duration of the game. The current solution from developers has been to implement game mechanics to increase the duration of the game, leading to a rise in arcade-style wave shooters (Anon 2018), however, this solution is not applicable to long-form content such as narrative-based Role Playing Games (RPG), story-based first-person action games and interactive narratives. The intended contribution of this paper is both to describe the challenges to the academic knowledge in procedurally generated content and computational narratives but is also about studying how those approaches can be democratized, enabling wider adoption within the content creation community, with a view to their eventual use within non-entertainment sectors.en
dc.format.extent14
dc.format.extent237196
dc.language.isoeng
dc.publisherSpringer Nature
dc.relation.ispartofHuman-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings
dc.relation.ispartofseriesLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
dc.subjectAgency
dc.subjectComputational narrative
dc.subjectInteractive narrative
dc.subjectTheoretical Computer Science
dc.subjectComputer Science(all)
dc.titleAuthor-Driven Approaches to Computational Narrative Design for Gamesen
dc.contributor.institutionSchool of Creative Arts
dc.contributor.institutionGames and Visual Effects Research Lab (G+VERL)
dc.contributor.institutionTheorising Visual Art and Design
dc.contributor.institutionDesign Research Group
dc.contributor.institutionZero Carbon Lab
dc.date.embargoedUntil2020-06-27
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85069644471&partnerID=8YFLogxK
rioxxterms.versionofrecord10.1007/978-3-030-22646-6_43
rioxxterms.typeOther
herts.preservation.rarelyaccessedtrue


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