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Propp's Morphology of the Folk Tale as a Grammar for Generation 普罗普的民间故事词法作为一种代语法
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.106
Pablo Gervás
The semi-formal analysis of Russian folk tales carried out by Vladimir Propp has often been used as theoretical background for the automated generation of stories. Its rigour and its exhaustive description of the constituent elements of Russian folk tales, and the enumeration of the patterns they follow, have acted as inspiration for several story generation systems, both sequential and interactive. Yet most of these efforts have attempted to generalize Propp’s account to types of stories beyond the corpus that it arose from. In the process, a number of the valuable intuitions present in the original work are lost. The present paper revisits Propp’s morphology to build a system that generates instances of Russian folk tales. Propp’s view of the folk tale as a rigid sequence of character functions is employed as a plot driver. Unification is used to incrementally build a conceptual representation of discourse by adding to an ongoing draft story actions that instantiate the character functions. Story actions are defined by pre and post conditions on the state of the plot to account for the causal relations crucial to narrative. The potential of the resulting system for providing a generic story generation system is discussed and possible lines of future work are discussed.
弗拉基米尔·普罗普对俄罗斯民间故事的半形式分析经常被用来作为故事自动生成的理论背景。它对俄罗斯民间故事构成要素的严谨和详尽的描述,以及它们所遵循的模式的列举,为几个故事生成系统提供了灵感,既有顺序的,也有互动的。然而,这些努力中的大多数都试图将普罗普的叙述推广到它所产生的语料库之外的故事类型。在这个过程中,原作中存在的许多有价值的直觉都丢失了。本文重新审视普罗普的形态,以构建一个生成俄罗斯民间故事实例的系统。普罗普认为民间故事是一个严格的人物功能序列,这一观点被用来作为情节的驱动力。统一用于通过向正在进行的故事草案中添加实例化角色功能的动作来增量地构建话语的概念表示。故事行动是根据情节状态的前后条件来定义的,以解释对叙事至关重要的因果关系。讨论了最终系统提供通用故事生成系统的潜力,并讨论了未来工作的可能路线。
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引用次数: 63
Trailer Brain: Neural and Behavioral Analysis of Social Issue Documentary Viewing with Low-Density EEG 拖车脑:低密度脑电图对社会议题纪录片观看的神经与行为分析
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2016.2
Jason Sherwin, C. Brenner, John S. Johnson
The effects of social issue documentaries are diverse. In particular, monetary donations and advocacy on social media are behavioral effects with public consequences. Conversely, information-seeking about an issue is potentially done in private. We designed a combined free-viewing and rapid perceptual decision-making experiment to simulate a real scenario confronted by otherwise uninformed movie-viewers, i.e., to determine what degree of support they will lend to a film based on its trailer. For a cohort of subjects with active video-streaming (e.g., Netflix) and social media accounts (e.g., Facebook), we recorded electroencephalography (EEG) and behavioral responses to trailers of social issue documentaries. We examined EEG using reliable component analysis (RCA), finding reliability within subjects across multiple viewings and across subjects within a given viewing of the same trailer. We found this reliability both over EEG captured from whole-movie viewing, as well as over 5-second movie segments. Behavioral responses following trailer viewing were not consistent from first to second viewings. Rather, support choices both tended towards extremes of support/non-support and were made faster upon second viewing. We hypothesized a relationship between reliability behavioral metrics, finding credible evidence for it in this dataset. Finally, we found that we could suitably train a naive classifier to categorize production value and narrative voice ratings given to the viewed movies from RCA-based metrics alone. In sum, our results show that EEG components during free-viewing of social issue documentary trailers can provide a useful tool to investigate viewers' neural responses during viewing, when coupled with a post hoc behavioral decision-making paradigm. The possibility of this tool being used by producers and filmmakers is also discussed.
社会议题纪录片的效果是多种多样的。特别是,金钱捐赠和在社交媒体上的宣传是具有公共后果的行为效应。相反,关于某个问题的信息搜集可能是私下进行的。我们设计了一个结合了自由观影和快速感知决策的实验,以模拟一个真实的场景,让不知情的电影观众面对,也就是说,决定他们会根据预告片借给电影多大程度的支持。对于一组拥有活跃视频流媒体(如Netflix)和社交媒体账户(如Facebook)的受试者,我们记录了他们的脑电图(EEG)和对社会问题纪录片预告片的行为反应。我们使用可靠成分分析(RCA)检查了脑电图,发现了多个观看对象和同一预告片给定观看对象之间的可靠性。我们在整个电影观看过程中捕获的脑电图以及超过5秒的电影片段中都发现了这种可靠性。观看预告片后的行为反应在第一次和第二次观看时并不一致。相反,支持选择都倾向于支持/不支持的极端,并且在第二次观看时更快做出选择。我们假设了可靠性行为指标之间的关系,并在此数据集中找到了可靠的证据。最后,我们发现我们可以适当地训练一个朴素的分类器,仅根据基于rca的指标对已观看电影的制作价值和叙事语音评级进行分类。综上所述,我们的研究结果表明,在与事后行为决策范式相结合的情况下,自由观看社会议题纪录片预告片时的脑电图成分可以为研究观看者在观看过程中的神经反应提供有用的工具。作者还讨论了该工具被制片人和电影制作人使用的可能性。
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引用次数: 0
From Episodic Memory to Narrative in a Cognitive Architecture 从情景记忆到认知结构中的叙事
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2015.2
T. Anderson
Human experiences are stored in episodic memory and are the basis for developing semantic narrative structures and many of the narratives we continually compose. Episodic memory has only recently been recognized as a necessary module in general cognitive architectures and little work has been done to examine how the data stored by these modules may be formulated as narrative structures. This paper regards episodic memory as fundamental to narrative intelligence and considers the gap between simple episodic memory representations and narrative structures, and proposes an approach to generating basic narratives from episodic sequences. An approach is outlined considering the Soar general cognitive architecture and Zacks’ Event Segmentation Theory.
人类的经历储存在情景记忆中,是发展语义叙事结构和我们不断创作的许多叙事的基础。直到最近,情景记忆才被认为是一般认知结构中的一个必要模块,很少有人研究这些模块存储的数据是如何形成叙事结构的。本文认为情景记忆是叙事智能的基础,并考虑了简单情景记忆表征与叙事结构之间的差距,提出了一种从情景序列生成基本叙事的方法。本文提出了一种基于Soar通用认知架构和Zacks事件分割理论的方法。
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引用次数: 18
A Paradigm for Eliciting Story Variation 引出故事变体的范式
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.100
Bernhard Fisseni, F. Lawrence
The understanding of story variation, whether motivated by cultural currents or other factors, is important for applications of formal models of narrative such as story generation or story retrieval. We present the first stage of an experiment to elicit natural narrative variation data suitable for evaluation with respect to story similarity, to qualitative and quantitative analysis of story variation, and also for data processing. We also present few prelimary results from the first stage of the experiment, using Red Riding Hood and Romeo and Juliet as base texts.
对故事变化的理解,无论是受到文化潮流还是其他因素的驱动,对于故事生成或故事检索等正式叙事模型的应用都很重要。我们提出了一个实验的第一阶段,以引出适合故事相似性评估的自然叙事变化数据,故事变化的定性和定量分析,以及数据处理。我们还介绍了实验第一阶段的一些初步结果,以《小红帽》和《罗密欧与朱丽叶》为基础文本。
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引用次数: 2
Narrativity and Textuality in the Study of Stories 故事研究中的叙事性与文本性
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.228
Moshe Simon-Shoshan
This paper seeks to investigate some of the defining elements of narrative. The underlying assumption of my discussion is that the terms "narrative" and "story" do not refer to clearly defined, self-enclosed genres. Rather, they are part of a spectrum which embraces all forms of texts. Similarly, narratives and stories are not independent discourses but rather are an integral part of virtually all forms of discourse, be it day-to-day conversation or more specialized discourses. In order to analyze the relationship between narratives and other modes of discourse, we introduce the concept of narrativity. Narrativity refers to a collection of textual attributes. All texts exist along a continuum of greater or lesser narrativity, depending on the number and prominence of the narrative attributes they contain. When we refer to a text as a story, we mean that it contains a critical mass of narrativity. Most theorists of narrative have defined narrativity purely in terms of "dynamism" - that is, the extent to which a text portrays transition and change. To this I have added the quality of "specificity". Specificity refers to the extent to which a text focuses on a particular time or place, a unique event, or individual people and objects. Many if not most texts contain a certain degree of narrativity. We established, however, that in order to be considered a story the text must present a sequence of at least two interrelated events that occurred once and only once in the past. In other words, a story must have a certain degree of dynamism in that it portrays the transition from at least one event to another. It must also have specificity at least to the degree that the text narrates events that happened at a fixed time in the past. This theoretical framework allows us to chart the relationship between different types of texts within a single discourse. It also gives us a vocabulary for discussing different parts of more complex narratives which often contain elements of varying narrativity. The paper then goes on to discuss the concept of narrative structure, arguing that narrative structure is not an inherent attribute of narrative texts but a framework that the reader imposes on the text in order to make it intelligible in terms of other narratives. The structure which the reader abstracts from a given narrative will be heavily dependent on the context of the narrative with in a wider discourse.
本文试图探讨叙事的一些定义要素。我的讨论的潜在假设是,“叙述”和“故事”这两个术语并不是指明确定义的、自我封闭的类型。相反,它们是包含所有文本形式的光谱的一部分。同样,叙事和故事也不是独立的话语,而是几乎所有话语形式的组成部分,无论是日常对话还是更专业的话语。为了分析叙事与其他话语方式的关系,我们引入了叙事性的概念。叙事性是指文本属性的集合。所有文本都存在于或多或少的叙事性连续体中,这取决于它们所包含的叙事属性的数量和突出程度。当我们将文本称为故事时,我们的意思是它包含了大量的叙事性。大多数叙事理论家纯粹从“动态性”的角度来定义叙事,也就是说,文本描绘过渡和变化的程度。在此基础上,我添加了“特异性”的特性。专一性是指文本对特定时间或地点、独特事件或个体人和物体的关注程度。许多(如果不是大多数的话)文本都包含一定程度的叙事性。然而,我们确定,为了被认为是一个故事,文本必须呈现至少两个相互关联的事件序列,这些事件在过去发生过一次且仅发生过一次。换句话说,故事必须具有一定程度的动态性,因为它描绘了至少从一个事件到另一个事件的过渡。它还必须具有特殊性,至少要达到文本叙述过去固定时间发生的事件的程度。这一理论框架使我们能够在单一话语中绘制出不同类型文本之间的关系。它也为我们提供了一个词汇来讨论更复杂的叙事的不同部分,这些叙事通常包含不同的叙事元素。接着,本文讨论了叙事结构的概念,认为叙事结构不是叙事文本的固有属性,而是读者强加给文本的一种框架,以使其与其他叙事相关联。读者从给定的叙述中抽象出的结构将在很大程度上取决于在更广泛的话语中叙述的上下文。
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引用次数: 4
Story Comparisons: Evidence from Film Reviews 故事比较:来自电影评论的证据
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2013.94
Bernhard Fisseni, Aadil Kurji, Deniz Sarikaya, Mira Viehstädt
Interested in formally modelling similarity between narratives, we investigate judgements of similarity between narratives in a small corpus of film reviews and book–film comparisons. A main finding is that judgements tend to concern multiple levels of story representation at once. As these texts are pragmatically related to reception contexts, we find many references to reception quality and optimality. We conclude that current formal models of narrative can not capture the task of naturalistic narrative comparisons given in the analysed reviews, but that the development of models containing a more reception-oriented point of view will be necessary.
我们对叙事之间的相似性进行了形式化建模,研究了一小部分电影评论和书-电影比较中叙事之间的相似性判断。一个主要的发现是,判断倾向于同时关注故事的多个层面。由于这些文本在语用上与接收语境相关,我们发现许多关于接收质量和最优性的文献。我们得出的结论是,目前的正式叙事模型无法捕捉到所分析的评论中给出的自然主义叙事比较的任务,但包含更多接受导向观点的模型的发展将是必要的。
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引用次数: 5
Imaginative Recall with Story Intention Graphs 故事意图图的想象力回忆
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2015.72
Sarah Harmon, A. Jhala
Intelligent storytelling systems either formalize specific narrative structures proposed by narratologists (such as Propp and Bremond), or are founded on formal representations from artificial intelligence (such as plan structures from classical planning). This disparity in underlying knowledge representations leads to a lack of common evaluation metrics across story generation systems, particularly around the creativity aspect of generators. This paper takes Skald, a reconstruction of the Minstrel creative story generation system, and maps the representation to a formal narrative representation of Story Intention Graphs (SIG) proposed by Elson et al. This mapping facilitates the opportunity to expand the creative space of stories generated through imaginative recall in Minstrel while maintaining narrative complexity. We show that there is promise in using the SIG as an intermediate representation that is useful for evaluation of story generation systems.
智能讲故事系统要么将叙述者(如Propp和Bremond)提出的特定叙事结构形式化,要么基于人工智能的形式化表示(如经典规划的规划结构)。这种潜在知识表示的差异导致故事生成系统缺乏通用的评估指标,特别是围绕生成器的创造性方面。本文采用了对Minstrel创意故事生成系统的重构Skald,并将其表征映射到Elson等人提出的故事意图图(story Intention Graphs, SIG)的正式叙事表征。这种映射有助于扩大《Minstrel》中通过想象回忆产生的故事的创作空间,同时保持叙事的复杂性。我们展示了使用SIG作为对故事生成系统评估有用的中间表示是有希望的。
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引用次数: 3
Towards Empathic Neurofeedback for Interactive Storytelling 互动故事叙述的移情神经反馈
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.42
M. Cavazza, Gabor Aranyi, Fred Charles, J. Porteous, Stephen W. Gilroy, Ilana Klovatch, Gilan Jackont, E. Soreq, Nimrod Jakob Keynan, Avihay Cohen, G. Raz, T. Hendler
Interactive Narrative is a form of digital entertainment based on AI techniques which support narrative generation and user interaction. Despite recent progress in the field, there is still a lack of unified models integrating narrative generation, user response and interaction. This paper addresses this issue by revisiting existing Interactive Narrative paradigms, granting explicit status to users' disposition towards story characters. We introduce a novel Brain-Computer Interface (BCI) design, which attempts to capture empathy for the main character in a way that is compatible with filmic theories of emotion. Results from two experimental studies with a fully-implemented system demonstrate the effectiveness of a neurofeedback-based approach, showing that subjects can successfully modulate their emotional support for a character who is confronted with challenging situations. A preliminary fMRI analysis also shows activation during user interaction, in regions of the brain associated with emotional control.
交互式叙事是一种基于AI技术的数字娱乐形式,它支持叙事生成和用户交互。尽管该领域最近取得了进展,但仍然缺乏整合叙事生成、用户响应和交互的统一模型。本文通过重新审视现有的互动叙事范式,明确用户对故事角色的倾向,来解决这个问题。我们引入了一种新颖的脑机接口(BCI)设计,它试图以一种与电影情感理论兼容的方式捕捉主角的同理心。两项实验研究的结果证明了基于神经反馈的方法的有效性,表明受试者可以成功地调节他们对面临挑战情境的角色的情感支持。初步的功能磁共振成像分析也显示,在用户交互过程中,大脑中与情绪控制相关的区域被激活。
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引用次数: 19
A Character Model with Moral Emotions: Preliminary Evaluation 一个具有道德情感的人物模型:初步评价
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.24
C. Battaglino, R. Damiano
In literary and drama criticism, emotions, and moral emotions in particular, have been pointed out as one of characterizing features of stories. In this paper, we propose to model story characters as value-based emotional agents, who appraise their own and others' actions based on their desires and values, and feel the appropriate moral emotions in response to narrative situations that challenge their goals and values. In order to validate the appropriateness of the agent model for narrative characters, we ran an experiment with human participants aimed at comparing their expectations about characters' emotions with the predictions of the value-based model of emotional agent. The results of the experiment show that the participants' expectations meet the predictions of the model.
在文学和戏剧批评中,情感,尤其是道德情感,被认为是故事的特征之一。在本文中,我们建议将故事角色建模为基于价值的情感代理人,他们根据自己的欲望和价值观评估自己和他人的行为,并在挑战其目标和价值观的叙事情境中感受到适当的道德情感。为了验证代理模型对叙事角色的适用性,我们对人类参与者进行了一项实验,旨在比较他们对角色情绪的期望与基于价值的情感代理模型的预测。实验结果表明,参与者的期望符合模型的预测。
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引用次数: 6
Gathering Background Knowledge for Story Understanding through Crowdsourcing 通过众包收集故事理解的背景知识
Pub Date : 1900-01-01 DOI: 10.4230/OASIcs.CMN.2014.154
Christos T. Rodosthenous, Loizos Michael
Successfully comprehending stories involves integration of the story information with the reader’s own background knowledge. A prerequisite, then, of building automated story understanding systems is the availability of such background knowledge. We take the approach that knowledge appropriate for story understanding can be gathered by sourcing the task to the crowd. Our methodology centers on breaking this task into a sequence of more specific tasks, so that human participants not only identify relevant knowledge, but also convert it into a machine-readable form, generalize it, and evaluate its appropriateness. These individual tasks are presented to human participants as missions in an online game, oering them, in this manner, an incentive for their participation. We report on an initial deployment of the game, and discuss our ongoing work for integrating the knowledge gathering task into a full-fledged story understanding engine. 1998 ACM Subject Classification I.2.4 Knowledge Representation Formalisms and Methods
成功地理解故事需要将故事信息与读者自身的背景知识相结合。那么,构建自动化故事理解系统的一个先决条件就是具备这样的背景知识。我们采取的方法是,可以通过向人群提供任务来收集适合故事理解的知识。我们的方法集中在将该任务分解为一系列更具体的任务,这样人类参与者不仅可以识别相关知识,还可以将其转换为机器可读的形式,对其进行概括,并评估其适用性。这些单独的任务作为在线游戏中的任务呈现给人类参与者,并以这种方式激励他们的参与。我们报告了游戏的初始部署,并讨论了我们正在进行的将知识收集任务集成到一个成熟的故事理解引擎中的工作。1998 ACM学科分类I.2.4知识表示的形式和方法
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引用次数: 12
期刊
Workshop on Computational Models of Narrative
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