Constraint-based Narrative Structure Design for Various Event Development and Story Flow Understanding
0
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
The story in the game induces the user 's immersion in that it is an interactive storytelling. Since the interactive storytelling has a nonlinear structure unlike the existing linear structure of the story, a narrative structure different from the existing narrative structure has been studied. There are largely case-based tree-based narrative structure, constraint-based narrative structure, and character-based narrative structure. Tree-based narrative structure has developed to various algorithms such as HTN and HSP. There are disadvantages that the size of tree becomes larger as the number of branches increases and that the degree of freedom of story is lowered. In the case of character-based narrative structure, this narrative structure designs the character, not the events, and lets the character to act freely. it could be more suitable for the game because the player immerses in the character. There is a disadvantage that it is difficult to design the behavior of the character elaborately. This study redesigned the constraint - based narrative structure by presenting new tags to facilitate the understanding of the whole process of the story and various events. The newly proposed <event> tag is designed for easier understanding of the story flow, and the <plot> tag is designed to facilitate development of various events. This study applies the suggested narrative structure to “The Tortoise and the Hare“ in Aesop's fables as an example.
Abstract
The story in the game induces the user 's immersion in that it is an interactive storytelling. Since the interactive storytelling has a nonlinear structure unlike the existing linear structure of the story, a narrative structure different from the existing narrative structure has been studied. There are largely case-based tree-based narrative structure, constraint-based narrative structure, and character-based narrative structure. Tree-based narrative structure has developed to various algorithms such as HTN and HSP. There are disadvantages that the size of tree becomes larger as the number of branches increases and that the degree of freedom of story is lowered. In the case of character-based narrative structure, this narrative structure designs the character, not the events, and lets the character to act freely. it could be more suitable for the game because the player immerses in the character. There is a disadvantage that it is difficult to design the behavior of the character elaborately. This study redesigned the constraint - based narrative structure by presenting new tags to facilitate the understanding of the whole process of the story and various events. The newly proposed <event> tag is designed for easier understanding of the story flow, and the <plot> tag is designed to facilitate development of various events. This study applies the suggested narrative structure to “The Tortoise and the Hare“ in Aesop's fables as an example.
참고문헌 (16)
- 남현우, "문화콘텐츠의 OSMU(One Source Multi Use)를 위한 디지털 스토리텔링의 분석 연구", 한국컴퓨터게임학회논문지, (22), pp.51~58 (2010), (사)한국컴퓨터게임학회
- 김정환, "게임형식 기반의 인터랙티브 영화스토리텔링 개발에 대한 연구", 영화연구, (62), pp.25~49 (2014), 한국영화학회[DOI]
- Junseop Sin, "Study on Implementation of Story Generation Engine for Interactive Digital Storytelling", pp.2010
- F.Charles, "Planning formalisms and authoring in interactive storytelling, Technologies for Interactive Digital Storytelling and Entertainment", 216~225 (2003)
- 김석규, "이야기 생성을 위한 인터랙티브 스토리텔링 스크립트 언어에 관한 연구", 멀티미디어학회논문지, 12(2), pp.313~322 (2009), 한국멀티미디어학회
- 이동은, "메타이야기적 상상력과 캐릭터 중심 스토리텔링 모델", 만화애니메이션연구, (42), pp.213~240 (2016), 한국만화애니메이션학회[DOI]
- Barros L M, "Introducing narrative principles into planning-based interactive storytelling", International Conference on Advances In Computer Entertainment Technology, 2005(2005), pp.35~42 (2005)
- Zagalo N, "Inscape: Emotion expression and experience in and authoring environment", Lecture Notes in Computer Science, pp.219~230 (2006)
- Cheong Y -G, "PRISM: A Framework for Authoring Interactive Narratives", Lecture Notes in Computer Science, pp.297~308 (2008)
- Min-ju Byeon, "The charm of characters is expressed more vividly in non-linear storytelling", Excellence Marketing for Customer, 45(8), pp.57~63 (2011)
- 손영균, "Interactive storytelling narrative structure analysis and design : Character interaction based narrative structure", 한국컴퓨터게임학회논문지, 30(2), pp.41~48 (2017), (사)한국컴퓨터게임학회[DOI]
- 김진만, "수치해석을 이용한 하천제방 배수통문의 안정성 평가 연구", 한국수자원학회 논문집, 39(6), pp.479~486 (2006), 한국수자원학회
- 안기수, "<홍길동전>의 게임 스토리텔링 방안 연구", 어문론집, 58, pp.199~224 (2014), 중앙어문학회[DOI]
- medler, Ben, "Scribe: A tool for authoring in interactive storytelling, Technologies for Interactive Digital Storytelling and Entertainment", 216~225 (2006)
- 홍성우, "MMORPG에서 결정트리 학습을 적용한자동 프로그램 확인 기법", 멀티미디어학회논문지, 9(7), pp.927~937 (2006), 한국멀티미디어학회
- Andrew Horton, "Writing the Character-Centered Screenplay" (2000), University of California Press
