3rd Workshop on Intelligent Narrative Technologies

at the Foundations of Digital Games Conference, Monterey, CA, U.S.A., June 18, 2010.

[Proceedings]







PROCEEDINGS NOW AVAILABLE THROUGH ACM DIGITAL LIBRARY

[NEW} Presentation Schedule


List of Accepted Papers


Registration Deadline(Early Bird): April 9th (Registration Site)
Camera Ready deadline April 23rd 5 PM PST

Submission Deadline Extended  to March 3, 2010.
Please submit manuscripts without author names. Reviewing process is double blind.

About the Symposium

Arnav Jhala


Narrative is a pervasive aspect of human culture in both entertainment and education. As the reliance on digital technology for both entertainment and education technology increases, the need for more innovative approaches to represent, perform, and adapt narrative experiences increases as well. The term “narrative intelligence” was coined to refer to the ability in both humans and computers to organize experience into narrative form. Previous and current work that in this field has produced results in narrative understanding, narrative generation, storytelling user interface modalities, narrative performance by autonomous embodied agents, cognitive models of narrative, and common-sense reasoning.

Our goal is to bring together a multidisciplinary group of researchers interested in discussing the fundamental issues in representing, presenting, adapting, and reasoning about narrative in digital media. To this end we invite AI researchers, psychologists, narrative theorists, media theorists, and members of the interactive entertainment industry interested in interactive and non-interactive narrative to contribute to the symposium.

The 1999 AAAI Fall Symposium on Narrative Intelligence was a successful multidisciplinary gathering of researchers emphasizing both interactive as well as non-interactive forms of narrative intelligence. The symposium focused on various topics including narrative theory, autonomous performance agents, narrative interfaces, narrative generation, narrative understanding, and interactive story. The 2007 AAAI Fall Symposium on Intelligent Narrative Technologies served as a forum specifically dedicated to narrative and AI research. It brought together AI researchers of both interactive and non-interactive narrative technologies, cognitive psychologists, and narrative theorists with the goal of discussing the fundamental issues in representing, presenting, adapting, and reasoning about narrative. The discussions and presentations at the symposium resulted in many interesting questions, several of which remained unanswered at the time of the symposium's end. The 2009 AAAI Spring Symposium on Intelligent Narrative Technologies II symposium further focused discussions and presentations on the following themes:

•Designing computer systems to reason about, perform, and adapt narrative structures for interactive and non-interactive technologies.
•Natural language understanding and generation.
•Authoring paradigms and tools.

The 2010 INT3 workshop aims at advancing research in narrative technologies (interactive and non-interactive) by bringing together relevant research communities to discuss innovations, progress and developing work following the themes from previous workshops.

References:

Mueller, E. Daydreaming in humans and machines: a computer model of the stream of thought. Norwood, New Jersey: Ablex. 1990.
Schank, R. and Reisbeck, C. (eds). Inside Computer Understanding: Five Programs Plus Miniatures, Hillsdale, New Jersey: Lawrence Erlbaum Associates. 1981.
Turner, S. MINSTREL: a computer model of creativity and storytelling. Ph.D. Thesis, Computer Science Department, University of California, Los Angeles. Technical Report CSD-920057. 1992.
Wilensky, R. PAM. In Inside Computer Understanding: Five Programs Plus Miniatures, Ed. Roger Schank and Christopher Riesbeck. Hillsdale, New Jersey: Lawrence Erlbaum Associates. 1981.
Meehan, J. The metanovel: writing stories by computer. Ann Arbor: University Microfilms International, 1977.
Frasca, G. Ludology Meets Narratology: Similitude and differences between (video)games and narrative. 1999