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Using Perspective in Narrative Learning Environments Ana Vaz and Ana Paiva INESC-ID

Using Perspective in Narrative Learning Environments

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Using Perspective in Narrative Learning Environments. Ana Vaz and Ana Paiva INESC-ID. Summary. Motivation question Approach followed Victec and the FearNot! demonstrator Perspective Filter Implementation in FearNot! Future work. Motivation Question. - PowerPoint PPT Presentation

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Page 1: Using Perspective in Narrative Learning Environments

Using Perspective in Narrative Learning Environments

Ana Vaz and Ana Paiva

INESC-ID

Page 2: Using Perspective in Narrative Learning Environments

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Summary Motivation question Approach followed Victec and the FearNot! demonstrator Perspective Filter Implementation in FearNot! Future work

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Motivation Question

How can we influence the emotional reactions of users of a virtual storytelling environment through the use of “perspective”?

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Perspective in Narrative

[Branigan92]:

Narrative level – represents the events that occur in a story;

Changing the perspective implies altering the events and therefore the story.

Narration level – how the story is presented.

Different perspectives of the same story can be provided through the presentation.

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Approach Followed Introduce “perspective” without changing

the actions of the characters (i.e., influencing the narration level);

Exaggeration. Leads to more impact, which leads to different perceptions of the same events.

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Victec and the Bullying Problem

[Paiva04]:

Goal: the prevention of bullying behaviour.

Approach: • Virtual Learning Environment;• Simulate bullying situations;• Induce empathic relations between the child

and the characters.

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FearNot![Dias05]: Demonstrator of the ideas proposed by Victec; Software program aimed at children from 8 to 12; Interactive environment with intelligent

autonomous agents; Emergent narrative is a consequence of

characters’ behaviour (which is generated using an emotional model);

Episodic narrative.

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Perspective Filter Allows the generation of perspective in a

narrative environment; Filters the visualisation of the story as it

unfolds, which means it can be used with emergent narratives;

Main concepts:• Perspective types;• Character roles and personality traits;• Perspective parameters.

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Perspective Filter (cont.) Determines the focalizor [Bal85,

Branigan92]; Receives an instruction to an action and

looks at:• who performs it;• what his relationship with the focalizor is;• his personality traits (to see what is expected

from him). Returns the appropriate perspective

parameters.

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Perspective TypesSelf-perspective – the focalizor emphasises his own

actions.

Friendly perspective – the focalizor enhances positive/neutral actions of his ‘friends’.

Unfriendly perspective - the focalizor enhances negative actions of his ‘enemies’.

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Character Roles and Personality Traits

Characters are identified with their functional roles;

Each role is defined by a pattern in the 5 personality traits (Aggression, Hot-temper, Self-esteem, Shyness and Anxiety);

Relationships between the roles are established, either friendly or unfriendly. Eg.: bully and victim → unfriendly

bully and assistant → friendly

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Perspective Parameters

Camera Information: shot, angle, target.

Allows:• to give more or less detail;• to change the level of impact on the

participant.

Action Intensity: shapes the perception of intentionality. (E.g., we can see slight push or a violent one.)

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Implementing in FearNot!

The agents’ control module communicates with the world module;

The Perspective Filter ‘sees’ the changes that will affect the world and generates the appropriate parameters, that he send to the world module.

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Personality Traits of Victec Characters

Bully Victim Bully\Victim Assistant Defender Outsider

AggressionHot-temper Self-esteem ShynessAnxiety

HighNormalHighLowLow

LowLowLowHighHigh

HighHighLowLowHigh

HighNormalNormalLowLow

LowLowNormalNormalNormal

NormalNormalNormalNormalNormal

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Relation between Personality Traits and Actions in Victec

Negative (or non-prestigious) Actions: Cry – Anxiety, Self-esteem; Mock – Aggression, Shyness; Punch – Aggression, Hot-temper; Push – Aggression, Hot-temper. Slap – Aggression, Hot-temper; Swipe – Aggression, Anxiety;

Neutral Actions: Walk – Self-esteem, Shyness; Pick – Aggression.

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Example in FearNot!

Walk with high confidence Walk with low confidence

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Without the Perspective Filter

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The Perspective of the Victim

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The Perspective of the Bully

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Future Work Improve the camera module, Influence speech, Evaluate the Perspective Filter; Include new parameters, such as sound.

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Some References[Bal85] M. Bal. Narratology: Introduction to the Theory of

Narrative. University of Toronto Press Inc., 1985. [Branigan92] E. Branigan. Narrative Comprehension and Film.

Routledge, 1992. [Dias05] J. Dias. Fearnot!: Creating emotional autonomous

synthetic characters for empathic interactions. Master’s thesis, Instituto Superior Técnico, March 2005.

[Paiva04] A. Paiva, J. Dias, D. Sobral, R. Aylett, P. Sobreperez, S. Woods, C. Zoll, and L. Hall. Caring for agents and agents that care: Building empathic relations with synthetic agents. In Proceedings of the Third International Joint Conference on Autonomous Agents & Multi-Agent Systems (AAMAS 2004). ACM Press, July 2004.