{"title":"故事的结构-情感理论在叙事生成中的应用","authors":"Alexandre C. Albuquerque, C. Pozzer, A. Ciarlini","doi":"10.1109/SBGAMES.2011.38","DOIUrl":null,"url":null,"abstract":"The creation of stories by a computer system that are able to entertain and catch the reader's attention is an even more complex task. This paper presents a written storytelling system that selects and chronologically orders events from a database to produce stories to arouse three different feelings on readers: suspense surprise and curiosity. To achieve this goal, concepts of the Structural-Affect Theory of Stories [3] were used.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"229 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"The Usage of the Structural-Affect Theory of Stories for Narrative Generation\",\"authors\":\"Alexandre C. Albuquerque, C. Pozzer, A. Ciarlini\",\"doi\":\"10.1109/SBGAMES.2011.38\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The creation of stories by a computer system that are able to entertain and catch the reader's attention is an even more complex task. This paper presents a written storytelling system that selects and chronologically orders events from a database to produce stories to arouse three different feelings on readers: suspense surprise and curiosity. To achieve this goal, concepts of the Structural-Affect Theory of Stories [3] were used.\",\"PeriodicalId\":354953,\"journal\":{\"name\":\"2011 Brazilian Symposium on Games and Digital Entertainment\",\"volume\":\"229 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-11-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 Brazilian Symposium on Games and Digital Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGAMES.2011.38\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 Brazilian Symposium on Games and Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2011.38","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The Usage of the Structural-Affect Theory of Stories for Narrative Generation
The creation of stories by a computer system that are able to entertain and catch the reader's attention is an even more complex task. This paper presents a written storytelling system that selects and chronologically orders events from a database to produce stories to arouse three different feelings on readers: suspense surprise and curiosity. To achieve this goal, concepts of the Structural-Affect Theory of Stories [3] were used.