烬,走向卓越的电影时代

B. Cassell, R. Young
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引用次数: 3

摘要

虚拟环境和游戏的自动电影生成已经被证明能够生成通用的电影。有一些初步的工作是从叙事的角度来处理电影生成,而不是从低水平的相机操作。在我们的工作中,我们进一步扩展了这个想法,以考虑用户内存模型。读者理解和记忆的模型被开发出来,试图解释人们是如何理解叙事的。我们建议使用这些叙事理解和记忆模型来增强电影生成系统,这样它就可以通过保持特定事件的显著性来产生能够向观众传达人物思考的电影。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ember, Toward Salience-Based Cinematic Generation
Automatic cinematic generation for virtual environments and games has shown to be capable of generating general purpose cinematics. There is initial work that approaches cinematic generation from the perspective of narrative instead of low level camera manipulation. In our work, we further extend this idea to take into consideration a model of user memory. Models of reader comprehension and memory have been developed to attempt to explain how people comprehend narratives. We propose using these models of narrative comprehension and memory to augment a system for cinematic generation so that it can produce a cinematic that can communicate character deliberation to the viewer by maintaining the salience of specific events.
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