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Emotional Expression in Oral History Narratives: Comparing Results of Automated Verbal and Nonverbal Analyses 口述历史叙事中的情绪表达:自动言语分析与非言语分析结果的比较
Pub Date : 2013-08-04 DOI: 10.4230/OASIcs.CMN.2013.310
K. Truong, G. Westerhof, S. Lamers, F. D. Jong, Anneke M. Sools
Audiovisual collections of narratives about war-traumas are rich in descriptions of personal and emotional experiences which can be expressed through verbal and nonverbal means. We complement a commonly used verbal analysis with a nonverbal one to study emotional developments in narratives. Using automatic text, vocal, and facial expression analysis we found that verbal emotional expressions do not correspond much to nonverbal ones. This observation may have important implications for the way narratives traditionally are being studied. We aim to understand how different modes of narrative expression relate to each other, and to enrich digital audiovisual interview collections with emotion-oriented tags.
关于战争创伤的视听叙述集对个人和情感经历的描述丰富,可以通过言语和非言语手段表达。我们用非语言分析来补充常用的语言分析来研究叙事中的情感发展。通过自动文本、声音和面部表情分析,我们发现语言情感表达与非语言情感表达不太一致。这一观察结果可能会对传统叙事研究方式产生重要影响。我们的目标是了解不同的叙事表达模式如何相互关联,并以情感为导向的标签丰富数字视听采访集。
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引用次数: 10
Having one's cake and eating it too: Coherence of children's emergent narratives 鱼与熊掌兼得:儿童突发叙事的连贯性
Pub Date : 2013-08-01 DOI: 10.4230/OASIcs.CMN.2013.293
M. Theune, Thijs Alofs, J. Linssen, Ivo Swartjes
In the emergent narrative approach to Interactive Storytelling, narratives arise from the interactions between player- or computer-controlled characters in a simulated story world. This approach offers much freedom to the players, but this freedom may come at the cost of narrative structure. In this paper we study stories created by children using a storytelling system based on the emergent narrative approach. We investigate how coherent these stories actually are and which types of character actions contribute the most to story coherence, defined in terms of the causal connectedness of story elements. We find that although the children do produce goal-directed story lines, overall the stories are only partially coherent. This can be explained by the improvisational nature of the children’s storytelling with our system, where the interactive experience of the players is more important than the production of a coherent narrative. We also observe that the communication between the children, external to the system, plays an important role in establishing coherence of the created stories.
在交互式故事叙述的突发叙事方法中,叙事产生于玩家或电脑控制的角色在模拟故事世界中的互动。这种方法为玩家提供了更多自由,但这种自由可能是以牺牲叙事结构为代价的。在本文中,我们使用基于突发叙事方法的讲故事系统来研究儿童创作的故事。根据故事元素的因果联系,我们研究了这些故事的连贯性,以及哪种类型的角色行为对故事的连贯性贡献最大。我们发现,尽管孩子们确实会写出目标导向的故事情节,但总的来说,故事只是部分连贯的。这可以用儿童在我们的系统中讲故事的即兴性来解释,即玩家的互动体验比连贯叙述的产生更重要。我们还观察到,儿童之间的交流,在系统之外,在建立所创造的故事的连贯性方面起着重要作用。
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引用次数: 4
Constructing Spatial Representations from Narratives and Non-Narrative Descriptions: Evidence from 7-year-olds 从叙事和非叙事描述构建空间表征:来自7岁儿童的证据
Pub Date : 2013-05-01 DOI: 10.4230/OASIcs.CMN.2013.158
Angela Nyhout, D. O'Neill
Although narratives often contain detailed descriptions of space and setting and readers frequently report vividly imagining these story worlds, evidence for the construction of spatial representations during narrative processing is currently mixed. In the present study, we investigated 7 year old children's ability to construct spatial representations of narrative spaces and compared this to the ability to construct representations from non-narrative descriptions. We hypothesized that performance would be better in the narrative condition, where children have the opportunity to construct a multi-dimensional situation model built around the character's motivations and actions. Children listened to either a narrative that included a character traveling between 5 locations in her neighbourhood or a description of the same 5-location neighbourhood. Those in the narrative condition significantly outperformed those in the description condition in constructing the layout of the neighbourhood locations. Moreover, regression analyses revealed that whereas performance on the narrative version was predicted by narrative comprehension ability, performance on the description version was predicted by working memory ability. These results suggest the possibility that building spatial representations from narratives and non-narratives may engage different cognitive processes.
尽管叙事通常包含对空间和环境的详细描述,读者也经常生动地描述这些故事世界,但在叙事加工过程中空间表征构建的证据目前是混杂的。在本研究中,我们调查了7岁儿童对叙事空间的空间表征的建构能力,并将其与非叙事描述的表征能力进行了比较。我们假设,在叙事条件下,孩子们的表现会更好,因为在叙事条件下,孩子们有机会围绕角色的动机和行为构建多维情境模型。孩子们要么听一个故事,其中包括一个角色在她的社区的5个地点之间旅行,要么听一个对相同的5个地点的社区的描述。叙事性条件组在构建邻里位置布局上的表现显著优于描述性条件组。此外,回归分析显示,叙述版本的表现由叙述理解能力预测,而描述版本的表现由工作记忆能力预测。这些结果表明,从叙事和非叙事中构建空间表征可能涉及不同的认知过程。
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引用次数: 9
Summarizing and Comparing Story Plans 总结和比较故事计划
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2016.9
Adam Amos-Binks, David L. Roberts, R. Young
Branching story games have gained popularity for creating unique playing experiences by adapting story content in response to user actions. Research in interactive narrative (IN) uses automated planning to generate story plans for a given story problem. However, a story planner can generate multiple story plan solutions, all of which equally-satisfy the story problem definition but contain different story content. These differences in story content are key to understanding the story branches in a story problem's solution space, however we lack narrative-theoretic metrics to compare story plans. We address this gap by first defining a story plan summarization model to capture the important story semantics from a story plan. Secondly, we define a story plan comparison metric that compares story plans based on the summarization model. Using the Glaive narrative planner and a simple story problem, we demonstrate the usefulness of using the summarization model and distance metric to characterize the different story branches in a story problem's solution space.
分支故事游戏因根据用户行为调整故事内容,创造独特的游戏体验而广受欢迎。交互式叙事(in)的研究使用自动计划为给定的故事问题生成故事计划。然而,故事策划者可以生成多个故事计划方案,这些方案都同样满足故事问题定义,但包含不同的故事内容。故事内容的这些差异是理解故事问题解决方案空间中的故事分支的关键,然而我们缺乏叙事理论指标来比较故事计划。我们首先定义了一个故事计划总结模型来从故事计划中获取重要的故事语义,从而解决了这一差距。其次,我们定义了一个基于总结模型的故事计划比较度量。使用Glaive叙事计划和一个简单的故事问题,我们展示了使用总结模型和距离度量来描述故事问题解决空间中的不同故事分支的有效性。
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引用次数: 11
Gist and Verbatim in Narrative Memory 叙事记忆中的主旨与逐字
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.43
David A. Broniatowski, V. Reyna
A major concern regarding the study of narratives regards how they are indexed and retrieved. This is a question which touches on the structure of human memory in general. Indeed, if narratives capture the substance of human thought, then data that we have already collected regarding human memory is of central importance to the computational study of narrative. Fuzzy Trace Theory assumes that memory for narrative is simultaneously stored at multiple levels of abstraction and, whenever possible, decision-makers interpret a stimulus qualitatively and therefore operate on a simple - typically categorical - "gist" representation. Here, we present a computational model of Fuzzy Trace Theory applied to explain the impact of changes in a narrative upon risky-choice framing effects. Overall, our theory predicts the outcome of 20 experimental effects using only three basic assumptions: 1) preference for lowest level of gist, that is, categorical processing; 2) decision options that fall within the same categorical description are then interpreted using finer-grained (ordinal or verbatim) distinctions; and 3) once the options are mentally represented, decision preferences are generated on the basis of simple positive vs. negative valences stored in long-term memory (e.g., positive value for human lives). A fourth assumption - that negatively-valenced decision options are preferentially converted to positive decision options - is used when categories are not otherwise comparable.
叙述研究的一个主要问题是如何索引和检索它们。这是一个涉及人类一般记忆结构的问题。事实上,如果叙事捕捉到了人类思想的实质,那么我们已经收集到的关于人类记忆的数据对于叙事的计算研究至关重要。模糊痕迹理论认为,叙述的记忆同时储存在多个抽象层次上,只要有可能,决策者就定性地解释刺激,因此在一个简单的-通常是分类的-“要点”表征上操作。在这里,我们提出了一个模糊轨迹理论的计算模型,用于解释叙事变化对风险选择框架效应的影响。总的来说,我们的理论仅使用三个基本假设来预测20个实验效应的结果:1)对最低水平主旨的偏好,即分类处理;2)属于同一分类描述的决策选项,然后使用细粒度(顺序或逐字)区分进行解释;3)一旦选择被心理表征,决策偏好就会基于储存在长期记忆中的简单的积极与消极价值(例如,对人类生命的积极价值)而产生。第四个假设——负价值的决策选项优先转换为积极的决策选项——在类别不具有可比性的情况下使用。
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引用次数: 4
Modifying Entity Relationship Models for Collaborative Fiction Planning and its Impact on Potential Authors 协同小说规划的实体关系模型修正及其对潜在作者的影响
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.209
Alan Tapscott, Joaquim Colás, A. Moghnieh, J. Blat
We propose a modified Entity Relationship (E-R) model, traditionally used for software engineering, to structure, store and share plot data. The flexibility of E-R modelling has been demonstrated by its decades of usage in a wide variety of situations. The success of the E-R model suggests that it could be useful for collaborating fiction authors, adding a certain degree of computational power to their process. We changed the E-R model syntax to better suit the story plans, switching the emphasis from generic types to instanced story entities, but preserving relationships and attributes. We conducted a small-scale basic experiment to study the impact of using our modified E-R model on authors when understanding and contributing into a pre-existing fiction story plan. The results analysis revealed that the E-R model supports authors as effectively as written text in reading comprehension, memory, and contributing. In addition, the results show that, when combined together, the written text and the E-R model help participants achieve better comprehension--always within the frame of our experiment. We discuss potential applications of these findings.
我们提出了一种改进的实体关系(E-R)模型,该模型传统上用于软件工程,用于构建、存储和共享地块数据。E-R建模的灵活性已被其数十年在各种情况下的使用所证明。E-R模型的成功表明,它对合作的小说作者很有用,为他们的创作过程增加了一定程度的计算能力。我们更改了E-R模型语法以更好地适应故事计划,将重点从泛型类型转移到实例化的故事实体,但保留了关系和属性。我们进行了一项小规模的基础实验,以研究使用我们改进的E-R模型对作者在理解和参与预先存在的小说故事计划时的影响。结果分析表明,E-R模型在阅读理解、记忆和贡献方面对作者的支持与书面文本一样有效。此外,结果表明,当结合在一起时,书面文本和E-R模型帮助参与者更好地理解——总是在我们的实验框架内。我们讨论了这些发现的潜在应用。
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引用次数: 0
The Evolution of Interpretive Contexts in Stories 故事解释语境的演变
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2015.23
B. Cardier
Modeling the effect of context on interpretation, for the purposes of building intelligent systems, has been a long-standing problem: qualities of logic can restrict accurate contextual interpretation, even when there is only one context to consider. Stories offer a range of structures that could extend formal theories of context, indicating how arrays of inferred contexts are able to knit together, making an ontological reference that is specific to the particular set of circumstances embodied in the tale. This derived ontology shifts as the text unfolds, enabling constant revision and the emergence of unexpected meanings. The described approach employs dynamic knowledge representation techniques to model how these structures are built and changed. Two new operators have been designed for this purpose: governance and causal conceptual agents. As an example, a few lines from the story Red Riding Hood As a Dictator Would Tell It are used to demonstrate how a story interpretive framework can be continually re-made, in a way that produces unexpected interpretations of terms.
为了构建智能系统,对上下文对解释的影响进行建模一直是一个长期存在的问题:即使只有一个上下文需要考虑,逻辑质量也会限制准确的上下文解释。故事提供了一系列结构,这些结构可以扩展上下文的形式理论,表明推断的上下文阵列如何能够编织在一起,形成一个特定于故事中特定环境的本体论参考。这种衍生的本体论随着文本的展开而变化,使不断的修订和意想不到的意义的出现成为可能。所描述的方法采用动态知识表示技术对这些结构的构建和变化进行建模。为此目的设计了两个新的操作符:治理和因果概念代理。举个例子,故事《作为独裁者的小红帽》中的几句话被用来展示一个故事的解释框架是如何不断被重新构建的,以一种产生意想不到的术语解释的方式。
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引用次数: 5
Modeling the Function of Narrative in Expertise 叙述在专业知识中的功能建模
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.116
W. MacDougall, R. West, Chris Genovesi
The use of narrative is ubiquitous in the development, exercise, and communication of expertise. Expertise and narrative, as complex cognitive capacities, have each been investigated quite deeply, but little attention has been paid to their interdependence. We oer here the position that treating these two domains together can fruitfully inform the modeling of expert cognition and behavior, and present the framework we have been using to develop this approach, the SGOMS macro-cognitive architecture. Finally, we briefly explore the role of narrative in an SGOMS model of cooperative video game playing. 1998 ACM Subject Classification H.1.0 Models and Principles: General, I.2.0 Artificial Intelligence: Cognitive simulation, I.2.8 Problem Solving, Control Methods, and Search: Plan execution, formation, and generation, I.2.11 Distributed artificial intelligence: Multiagent systems, I.6.5 Model Development: Modeling methodologies
叙述的使用在专业知识的发展、练习和交流中是无处不在的。作为复杂的认知能力,专业知识和叙述能力都得到了深入的研究,但很少有人注意到它们之间的相互依赖性。我们在这里的立场是,把这两个领域放在一起可以有效地为专家认知和行为的建模提供信息,并提出了我们一直用来开发这种方法的框架,即SGOMS宏观认知架构。最后,我们简要探讨了叙事在合作电子游戏的SGOMS模型中的作用。1998 ACM主题分类H.1.0模型和原理:一般;I.2.0人工智能:认知模拟;I.2.8问题解决、控制方法和搜索:计划执行、形成和生成;I.2.11分布式人工智能:多智能体系统;I.6.5模型开发:建模方法
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引用次数: 0
Processing Narrative Coherence: Towards a Top-Down Model of Discourse 加工叙事连贯:一种自上而下的话语模式
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.61
Erica Cosentino, I. Adornetti, F. Ferretti
Models of discourse and narration elaborated within the classical compositional framework have been characterized as bottom-up models, according to which discourse analysis proceeds incrementally, from phrase and sentence local meaning to discourse global meaning. In this paper we will argue against these models. Assuming as a case study the issue of discourse coherence, we suggest that the assessment of coherence is a top-down process, in which the construction of a situational interpretation at the global meaning level guides local meaning analysis. In support of our hypothesis, we explore the role of executive functions (brain functions involved in planning and organization of goal-oriented behaviors) in coherence's establishment, discussing the results of several studies on narrative abilities of patients with brain injuries. We suggest that, compared to other models of discourse processing focused on comprehension, our model is a viable candidate for an integrated account of discourse comprehension and production.
在经典作曲框架内阐述的话语和叙事模式具有自下而上模式的特点,话语分析从短语和句子的局部意义逐步进行到话语的整体意义。在本文中,我们将反对这些模型。以语篇连贯为例,我们认为连贯的评估是一个自上而下的过程,在这个过程中,在全球意义层面构建情景解释指导局部意义分析。为了支持我们的假设,我们探讨了执行功能(涉及目标导向行为的计划和组织的大脑功能)在连贯建立中的作用,讨论了几项关于脑损伤患者叙事能力的研究结果。我们认为,与其他专注于理解的话语处理模型相比,我们的模型是一个整合话语理解和生产的可行候选模型。
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引用次数: 15
Narrative Similarity as Common Summary 作为共同总结的叙述相似性
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.129
Elektra Kypridemou, Loizos Michael
The ability to identify similarities between narratives has been argued to be central in human interactions. Previous work that sought to formalize this task has hypothesized that narrative similarity can be equated to the existence of a common summary between the narratives involved. We offer tangible psychological evidence in support of this hypothesis. Human participants in our empirical study were presented with triples of stories, and were asked to rate: (i) the degree of similarity between story A and story B; (ii) the appropriateness of story C as a summary of story A; (iii) the appropriateness of story C as a summary of story B. The story triples were selected systematically to span the space of their possible interrelations. Empirical evidence gathered from this study overwhelmingly supports the position that the higher the latter two ratings are, the higher the first rating also is. Thus, while this work does not purport to formally define either of the two tasks involved, it does argue that one can be meaningfully reduced to the other.
识别叙述之间的相似性的能力一直被认为是人类互动的核心。之前试图将这一任务形式化的研究假设,叙事相似性可以等同于所涉及的叙事之间存在一个共同的摘要。我们提供切实的心理学证据来支持这一假设。在我们的实证研究中,我们向人类参与者展示了三组故事,并要求他们对故事A和故事B之间的相似程度进行评级;(ii)故事C作为故事a总结的适宜性;(iii)故事C作为故事b的总结的适当性。故事三元组被系统地选择,以跨越它们可能的相互关系的空间。从本研究中收集的经验证据压倒性地支持了后两个评级越高,第一个评级也越高的观点。因此,虽然这项工作并不打算正式定义所涉及的两项任务中的任何一项,但它确实认为其中一项可以有意义地简化为另一项。
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引用次数: 6
期刊
Workshop on Computational Models of Narrative
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