An implementation of real-time 3D interactive drama
Author(s) -
Nicolas Szilas,
Jason Barles,
Manolya Kavakli
Publication year - 2007
Publication title -
computers in entertainment
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.172
H-Index - 30
eISSN - 1544-3574
pISSN - 1544-3981
DOI - 10.1145/1236224.1236233
Subject(s) - adventure , narrative , drama , computer science , animation , multimedia , interface (matter) , character (mathematics) , action (physics) , interactive storytelling , human–computer interaction , computer graphics (images) , visual arts , storytelling , art , literature , artificial intelligence , operating system , mathematics , bubble , quantum mechanics , maximum bubble pressure method , physics , geometry
Interactive fiction and adventure video games are narrative genres which provide the player with the option of acting as the main character of the story. However these genres do not fully match the expectations of their authors and readers because the player cannot deeply affect the storyline. This paper describes a system integrating highly interactive narrative structures in a real time 3D environment. Based on a theoretical foundation on narrative and drama, an Interactive Drama Engine has been implemented. It comprises an action calculus system, a text generation system, a Behavior Engine, an Animation Engine as well as an innovative adaptive user interface. The Interactive Drama Engine is demonstrated with two scenarios
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