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Virtual Experience Management Case Study

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Virtual Experience Management Case Study
2.4 Dynamic Experience Management in Virtual Worlds for Entertainment, Education, and Training
Recent workstations have the facility to build the storytelling incident interactive by concerning a contestant or beginner as a personality in the story itself. An outline for creating interactive stories for amusement, instructive, and guiding purposes is offered based on a sort of agent called knowledgeable director(experience manager). An experience manager (a simplification of a drama manager) is an intellectual computer mediator that manipulates a practical world to force a participant’s experience to match to a set of provided properties. The apprehension of the experience manager mechanically generates story content so as to adjust to the
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The objective of an interactive narrative scheme is to balance the apparently competing necessities for narrative consistency and superficial user self-agency. Narrative consistency is the plan that the actions that arise in a story have significance and importance to each other and to the result. In order to distinguish interactive narrative systems from other types of interactive entertainment, an interactive narrative allows the user to make decisions that directly affect the direction and/or outcome of the story being told by the system. It is considered the perspective that narrative is a cognitivephenomenon and, accordingly, adopts an approach tointeractive narrative as the management of a virtual world asa way to increase the likelihood that a human participant willperceive his or her experience in a virtual world as narrative.The framework involves a generativeexperience manager called the Automated Story Director thatattempts to manipulate the virtual world to conform to anexemplar narrative sequence that encodes particular providedproperties. These properties can be dramatic or pedagogical.The framework is illustrated with two example interactivenarrative systems [11]. The …show more content…
This approach adopts a bipartite representation taken from narrative theory, in which narrative is poised of story and discourse. In this loom, story basics – plot and character – are defined in requisites of plans that take the dynamics of a virtual situation. Discourse basics – the narrative’s communicative actions are stated in terms of discourse tactics whose talkative goals include passing on the narrative world plan’s structure. In this approach, models of narrative from narrative theory, computational linguistics and cognitive psychology, combing these approaches with techniques from artificial intelligence in order to create interactive intelligent narrative virtual worlds systems are adapted. The work bring into play of a structure that divides a story into two basic parts -- the story and the discourse[9]. From a narratological viewpoint, a storyconsists of a complete conceptualization of the world in which the narrative is a deposit. This includes every character, location, condition and actions or event that happens during the story’s chronological extent. Two primary components of a narrative – its plot and its characters – are defined inside the story itself. Discrete from the story, but narrowly coupled to it, is the narrative discourse. The discourse model represents those elements responsible for tellingof the story, more willingly than containing the

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