{"title":"Narrative structure in virtual collaborative environments","authors":"W. Stubblefield","doi":"10.1145/377272.377288","DOIUrl":null,"url":null,"abstract":"The ability to conceptualize the world in narrative form is one of the central characteristics of human intelligence. We are unique, both in our ability to form narratives, and in the degree with which we require them to organize our knowledge of the world. Artificial Intelligence has recognized the importance of narrative structure since its earliest days [1]. More recent work has demonstrated the role of narrative structure in the formation of scientific theories [2, 3], in machine learning [9], in shaping human-computer interaction [4], and in our understanding of virtual worlds [5].Narrative also plays an essential role in forming and sustaining communities. Shared narratives articulate the common goals and assumptions of a community, and define the space of choice and action for cooperative activity. Ever since people began carving stories of the hunt on cave walls, shared narratives have played a central role in defining the terms of community membership, in articulating a community's shared goals and values, and in setting the patterns according to which people behave and interact in a social context.In Computers as Theatre, Brenda Laurel demonstrates the similarities between human-computer interaction and the structure of improvisational theatre [4]. In both contexts, people determine their own actions, but do so within a framework of assumptions and possible actions. These frameworks are largely narrative in structure: they have a beginning, a set of actions in the middle, and an end when the goals of the interaction are achieved (or failure occurs). In improvisational theatre, actors improvise within the basic framework of a genre, be it comedy, mystery, farce, etc. Their improvisations usually follow the basic plot arc of the genre. Where they diverge from the genre's structure, audiences perceive the alteration as a counterpoint to their expectations: the genre's narrative structure still exerts its influence. Similarly, users of interactive software improvise their work within the structure of goals, actions and information afforded by the software interface.In describing her work on co-operative role-playing in a multi-user virtual environment, Raybourn [6] has remarked on the ease and enthusiasm with which users assume roles in a larger story context, and spontaneously play to the larger, stated goals and assumptions of the simulation. Turkle [7] confirms this insight and argues that personality itself becomes plastic and context dependent in MOOs and other virtual environments.","PeriodicalId":390207,"journal":{"name":"ACM Siggroup Bulletin","volume":"202 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2000-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Siggroup Bulletin","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/377272.377288","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
The ability to conceptualize the world in narrative form is one of the central characteristics of human intelligence. We are unique, both in our ability to form narratives, and in the degree with which we require them to organize our knowledge of the world. Artificial Intelligence has recognized the importance of narrative structure since its earliest days [1]. More recent work has demonstrated the role of narrative structure in the formation of scientific theories [2, 3], in machine learning [9], in shaping human-computer interaction [4], and in our understanding of virtual worlds [5].Narrative also plays an essential role in forming and sustaining communities. Shared narratives articulate the common goals and assumptions of a community, and define the space of choice and action for cooperative activity. Ever since people began carving stories of the hunt on cave walls, shared narratives have played a central role in defining the terms of community membership, in articulating a community's shared goals and values, and in setting the patterns according to which people behave and interact in a social context.In Computers as Theatre, Brenda Laurel demonstrates the similarities between human-computer interaction and the structure of improvisational theatre [4]. In both contexts, people determine their own actions, but do so within a framework of assumptions and possible actions. These frameworks are largely narrative in structure: they have a beginning, a set of actions in the middle, and an end when the goals of the interaction are achieved (or failure occurs). In improvisational theatre, actors improvise within the basic framework of a genre, be it comedy, mystery, farce, etc. Their improvisations usually follow the basic plot arc of the genre. Where they diverge from the genre's structure, audiences perceive the alteration as a counterpoint to their expectations: the genre's narrative structure still exerts its influence. Similarly, users of interactive software improvise their work within the structure of goals, actions and information afforded by the software interface.In describing her work on co-operative role-playing in a multi-user virtual environment, Raybourn [6] has remarked on the ease and enthusiasm with which users assume roles in a larger story context, and spontaneously play to the larger, stated goals and assumptions of the simulation. Turkle [7] confirms this insight and argues that personality itself becomes plastic and context dependent in MOOs and other virtual environments.
以叙事形式概念化世界的能力是人类智力的核心特征之一。我们是独一无二的,无论是在我们形成叙事的能力上,还是在我们需要叙事来组织我们对世界的认识的程度上。人工智能从一开始就认识到叙事结构的重要性[1]。最近的研究已经证明了叙事结构在科学理论的形成[2,3]、在机器学习[9]、在塑造人机交互[4]以及在我们对虚拟世界的理解[5]中的作用。叙事在形成和维持社区方面也起着至关重要的作用。共享叙述阐明了社区的共同目标和假设,并定义了合作活动的选择和行动空间。自从人们开始在洞穴墙壁上雕刻狩猎的故事以来,共同的叙述在定义社区成员的条件,阐明社区共同的目标和价值观,以及根据人们在社会环境中的行为和互动设定模式方面发挥了核心作用。Brenda Laurel在《Computers as Theatre》一书中论证了人机交互与即兴剧场结构的相似性[4]。在这两种情况下,人们决定自己的行动,但在假设和可能的行动的框架内这样做。这些框架在很大程度上是叙事性的:它们有一个开始,中间有一组动作,当实现交互目标(或发生失败)时有一个结束。在即兴戏剧中,演员在一种类型的基本框架内即兴表演,无论是喜剧、推理剧、闹剧等。他们的即兴表演通常遵循这一流派的基本情节。当他们偏离类型的结构时,观众将这种改变视为与他们期望的对应物:类型的叙事结构仍然发挥其影响。同样,交互式软件的用户在软件界面提供的目标、行动和信息结构中即兴创作他们的工作。在描述她在多用户虚拟环境中的合作角色扮演的工作时,Raybourn[6]评论了用户在更大的故事背景中扮演角色的轻松和热情,并自发地发挥更大的,既定的目标和模拟的假设。Turkle[7]证实了这一观点,并认为在moo和其他虚拟环境中,人格本身具有可塑性和情境依赖性。