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Ontological Representations of Narratives: a Case Study on Stories and Actions 叙事的本体论表征:以故事和行动为例
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.76
R. Damiano, Antonio Lieto
In this paper, we describe the narrative ontological model encompassed in the Labyrinth system. The aim of the system is to allow users to explore a digital archive by following the narrative relations among the resources contained in it. Targeted at cultural heritage applications, the Labyrinth project relies on the notion of "cultural archetype", i.e., a core representation encompassing archetypical stories and characters, exploited as a conceptual framework for the access to archives of heterogeneous media objects. In particular, we describe how the system leverages various types of ontological reasoning to let narrative relations emerge between artworks, and exemplify how these relations are exploited by the system to provide the user with a narrative conceptual framework she or he is familiar with in the exploration of the archive.
在本文中,我们描述了迷宫系统中包含的叙事本体论模型。该系统的目的是允许用户通过遵循其中包含的资源之间的叙述关系来探索数字档案。针对文化遗产应用,迷宫项目依赖于“文化原型”的概念,即包含原型故事和人物的核心代表,作为访问异构媒体对象档案的概念框架。特别是,我们描述了系统如何利用各种类型的本体论推理来让艺术品之间的叙事关系出现,并举例说明了系统如何利用这些关系为用户提供她或他在探索档案时熟悉的叙事概念框架。
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引用次数: 32
Exploring "Letters from the Future" by Visualizing Narrative Structure 通过视觉化叙事结构探索“来自未来的信”
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2016.5
Sytske Wiegersma, Anneke M. Sools, B. Veldkamp
The growing supply of online mental health tools, platforms and treatments results in an enormous quantity of digital narrative data to be structured, analysed and interpreted. Natural Language Processing is very suitable to automatically extract textual and structural features from narratives. Visualizing these features can help to explore patterns and shifts in text content and structure. In this study, streamgraphs are developed for different types of "Letters from the Future", an online mental health promotion instrument. The visualizations show differences between as well as within the different letter types, providing directions for future research in both the visualization of narrative structure and in the field of narrative psychology. The method presented here is not limited to "Letters from the Future", the current object of study, but can in fact be used to explore any digital or digitalized textual source, like books, speech transcripts or email conversations.
在线心理健康工具、平台和治疗方法的供应不断增加,导致需要对大量数字叙事数据进行结构化、分析和解释。自然语言处理技术非常适合从叙事中自动提取文本特征和结构特征。可视化这些特性可以帮助探索文本内容和结构中的模式和变化。本研究针对不同类型的“来自未来的信”(一种在线心理健康促进工具)开发了流图。可视化显示了不同字母类型之间和内部的差异,为未来叙事结构可视化和叙事心理学领域的研究提供了方向。这里提出的方法并不局限于“来自未来的信件”,这是当前的研究对象,但实际上可以用来探索任何数字或数字化的文本来源,如书籍,演讲文稿或电子邮件对话。
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引用次数: 0
Social Narrative Adaptation using Crowdsourcing 使用众包的社会叙事改编
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.238
Sigalit Sina, A. Rosenfeld, Sarit Kraus
In this paper we present SNACS, a novel method for creating Social Narratives that can be Adapted using information from Crowdsourcing. Previous methods for automatic narrative generation require that the primary author explicitly detail nearly all parts of the story, including details about the narrative. This is also the case for narratives within computer games, educational tools and Embodied Conversational Agents (ECA). While such narratives are well written, they clearly require significant time and cost overheads. SNACS is a hybrid narrative generation method that merges partially formed preexisting narratives with new input from crowdsourcing techniques. We compared the automatically generated narratives with those that were created solely by people, and with those that were generated semi-automatically by a state-of-the-art narrative planner. We empirically found that SNACS was effective as people found narratives generated by SNACS to be as realistic and consistent as those manually created by the people or the narrative planner. Yet, the automatically generated narratives were created with much lower time overheads and were significantly more diversified, making them more suitable for many applications.
在本文中,我们提出了SNACS,这是一种创造社会叙事的新方法,可以使用来自众包的信息进行改编。以前的自动叙事生成方法要求主要作者明确地详细描述故事的几乎所有部分,包括关于叙事的细节。这也适用于电脑游戏、教育工具和具体化对话代理(ECA)中的叙述。虽然这样的叙述写得很好,但它们显然需要大量的时间和成本。SNACS是一种混合叙事生成方法,它将部分形成的预先存在的叙事与来自众包技术的新输入融合在一起。我们将自动生成的故事与完全由人类创造的故事,以及由最先进的叙事计划器半自动生成的故事进行了比较。我们的经验发现,SNACS是有效的,因为人们发现SNACS生成的故事与人们或叙事策划者手动创建的故事一样真实和一致。然而,自动生成的叙述是以更低的时间开销创建的,并且更加多样化,使它们更适合于许多应用程序。
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引用次数: 3
A Cognitive Framework for Understanding Counterintuitive Stories 理解反直觉故事的认知框架
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.222
M. A. Upal
Stories containing counterintuitive concepts are prevalent in a variety of cultural forms including folktales, TV and radio commercials, and religious parables. Cognitive scientists such as Boyer suggest that this may be because counterintuitive concepts are surprising and more memorable for people and therefore are more likely to become widespread in a culture. How and why people remember such concepts has been subject of some debate. This paper presents studies designed to test predictions of the context-based model of counterintuitive story understanding.
包含违反直觉概念的故事在各种文化形式中都很普遍,包括民间故事、电视和广播广告以及宗教寓言。Boyer等认知科学家认为,这可能是因为反直觉的概念令人惊讶,对人们来说更容易记住,因此更有可能在一种文化中广泛传播。人们如何以及为什么记住这些概念一直是一些争论的主题。本文提出的研究旨在测试基于情境的反直觉故事理解模型的预测。
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引用次数: 1
Animation Motion in NarrativeML 叙事中的动画运动
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2016.3
I. Mani
This paper describes qualitative spatial representations relevant to cartoon motion incorporated into NarrativeML, an annotation scheme intended to capture some of the core aspects of narrative. These representations are motivated by linguistic distinctions drawn from cross-linguistic studies. Motion is modeled in terms of transitions in spatial configurations, using an expressive dynamic logic with the manner and path of motion being derived from a few basic primitives. The manner is elaborated to represent properties of motion that bear on character affect. Such representations can potentially be used to support cartoon narrative summarization and question-answering. The paper discusses annotation challenges, and the use of computer vision to help in annotation. Work is underway on annotating a cartoon corpus in terms of this scheme.
本文描述了与卡通运动相关的定性空间表示,并将其纳入了NarrativeML,这是一种旨在捕捉叙事的一些核心方面的注释方案。这些表征是由跨语言研究得出的语言差异所驱动的。运动是根据空间结构的过渡来建模的,使用一种富有表现力的动态逻辑,运动的方式和路径是从几个基本的原语中派生出来的。阐述了对人物情感产生影响的运动属性的表示方式。这样的表示可以潜在地用于支持卡通叙事总结和问答。本文讨论了标注的挑战,以及使用计算机视觉来帮助标注。根据该方案对漫画语料库进行注释的工作正在进行中。
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引用次数: 2
Multilevel Accentuation and its Role in the Memorization of Narrative 多层次重读及其在叙事记忆中的作用
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.192
Oleg Sobchuk
The paper is dedicated to the phenomenon of accentuation on multiple narrative levels. Accentuation is a textual device that indicates the elements of narrative that have to be memorized by readers. It is different from the well known notion of foregrounding, as accentuation does not violate the norm, but, on the contrary, is in itself conventional. While foregrounding draws readers' attention involuntarily, the accentuation is a way of facilitating the work of voluntary attention. In this latter case a text as if takes on itself a part of the unpleasant burden of purposeful concentrating of attention, so that the reading process becomes more comfortable. The paper describes the general principles of accentuation and also presents a typology of accentuation devices, based on a six-level model of narrative. It encompasses five main types (three syntactic ones and two semantic ones), including numerous subcategories.
本文主要研究了多重叙事层次上的重音现象。重读是一种文本手段,它表明了读者必须记住的叙事元素。它不同于众所周知的前景概念,因为强调并不违反规范,相反,它本身就是传统的。前景会不由自主地吸引读者的注意力,而重读则是促进读者自主注意的一种方式。在后一种情况下,一篇文章似乎承担了一部分有目的的集中注意力的不愉快的负担,因此阅读过程变得更加舒适。本文描述了重读的一般原则,并在叙述的六层模型的基础上提出了重读手段的类型。它包括五种主要类型(三种句法类型和两种语义类型),包括许多子类别。
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引用次数: 0
Towards Narrative-Based Knowledge Representation in Cognitive Systems 认知系统中基于叙事的知识表示
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2015.133
N. Szilas
The hypothesis according to which narrative is not only a prominent form of human com- munication but also a fundamental way to represent knowledge and to structure the mind has been limitedly but increasingly discussed for the last 40 years. However, in the realm of Artificial Intelligence, it did not lead to an elaborate model of knowledge representation, beyond scripts and cases. In this paper, we attempt to go further by identifying three differentiating features of narratives that may inspire novel forms of knowledge representation: transformation, conflict and unactualized events. In particular, these three features open the way for knowledge representation formalisms that take greater account of the co-existence of intertwined conflicting representations, with various validities and validity domains, beyond a purely factual representation of the world.
在过去的40年里,叙述不仅是人类交流的一种重要形式,而且是表达知识和构建思维的一种基本方式,这一假设得到了有限但越来越多的讨论。然而,在人工智能领域,它并没有导致一个超越脚本和案例的知识表示的复杂模型。在本文中,我们试图进一步确定可能激发新形式知识表达的叙事的三个不同特征:转化、冲突和未实现事件。特别是,这三个特征为知识表示形式开辟了道路,这些形式更多地考虑了相互交织的冲突表示的共存,具有各种有效性和有效性域,而不仅仅是对世界的纯粹事实表示。
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引用次数: 23
A Hybrid Representational Proposal for Narrative Concepts: A Case Study on Character Roles 叙事概念的混合表征建议:以人物角色为例
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.106
Antonio Lieto, R. Damiano
In this paper we propose the adoption of a hybrid approach to the computational representation of narrative concepts, combining prototype-based and ontology-based representations. In particular we focus on the notion of narrative roles. Inspired by the characterization provided by the TvTropes wiki, where narrative devices are discussed across old and new media, we provide a representation of roles based on the integration of a set of typicality-based semantic dimensions (represented by using the Conceptual Spaces framework) with their corresponding classical characterization in terms of necessary and sufficient conditions (represented in terms of Formal Ontologies).
在本文中,我们提出采用混合方法对叙事概念进行计算表示,将基于原型的表示和基于本体的表示相结合。我们特别关注叙述角色的概念。受TvTropes wiki提供的表征的启发,我们提供了一种基于一组基于典型性的语义维度(通过使用概念空间框架表示)的角色表征,并根据必要和充分条件(通过形式本体论表示)提供了相应的经典表征。
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引用次数: 4
Theoretical Issues in the Computational Modelling of Yorùbá Narratives Yorùbá叙事计算模型中的理论问题
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.153
O. D. Ninan, O. A. Odejobi
Developing a coherent computational model for narratives across multiple cultures raises the question of the components and structure of a framework within which African narratives can be conceptualised and formalised. It is well known that narratives are influenced by cultural, linguistic, and cognitive factors. We identify and define entities, elements, and relations necessary for the adequate description of Yoruba narratives. We also discuss these theoretical issues in the context of designing a formal framework that is amenable to computational modelling.
为跨多种文化的叙事开发一个连贯的计算模型,提出了一个框架的组成部分和结构的问题,在这个框架内,非洲叙事可以概念化和形式化。众所周知,叙事受到文化、语言和认知因素的影响。我们识别和定义实体,元素,以及适当描述约鲁巴人叙事所必需的关系。我们还在设计一个适用于计算建模的正式框架的背景下讨论了这些理论问题。
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引用次数: 8
The Need for Multi-Aspectual Representation of Narratives in Modelling their Creative Process 叙事创作过程建模中对多角度再现的需求
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.61
Pablo Gervás, C. León
Existing approaches to narrative construction tend to apply basic engineering principles of system design which rely on identifying the most relevant feature of the domain for the problem at hand, and postulating an initial representation of the problem space organised around such a principal feature. Some features that have been favoured in the past include: causality, linear discourse, underlying structure, and character behavior. The present paper defends the need for simultaneous consideration of as many as possible of these aspects when attempting to model the process of creating narratives, together with some mechanism for distributing the weight of the decision processes across them. Humans faced with narrative construction may shift from views based on characters to views based on structure, then consider causality, and later also take into account the shape of discourse. This behavior can be related to the process of representational re-description of constraints as described in existing literature on cognitive models of the writing task. The paper discusses how existing computational models of narrative construction address this phenomenon, and argues for a computational model of narrative explicitly based on multiple aspects.
现有的叙事构建方法倾向于应用系统设计的基本工程原则,这些原则依赖于识别当前问题领域中最相关的特征,并假设围绕这样一个主要特征组织的问题空间的初始表示。过去受到青睐的一些特征包括:因果关系、线性话语、潜在结构和性格行为。本文认为,在尝试为创造叙述的过程建模时,需要同时考虑尽可能多的这些方面,以及在它们之间分配决策过程权重的一些机制。人类面对叙事建构时,可能会从以人物为基础的观点转向以结构为基础的观点,然后考虑因果关系,最后再考虑话语的形态。这种行为可能与现有文献中对写作任务认知模型所描述的约束条件的再现性重新描述过程有关。本文讨论了现有的叙事构建计算模型如何解决这一现象,并提出了一个明确的基于多个方面的叙事计算模型。
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引用次数: 17
期刊
Workshop on Computational Models of Narrative
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