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Interactive storytelling (IS) is a form of digital entertainment in which users create or influence a dramatic storyline through actions, either by issuing commands to the story's protagonist, or acting as a general director of events in the narrative. Interactive storytelling is a medium where the narrative, and its evolution, can be influenced in real-time by a user.〔J. Porteous, M. Cavazza and F. Charles (2010) Applying planning to interactive storytelling: Narrative control using state constraints〕 Unlike interactive fiction, there is an open debate about nature of the relationship between interactive storytelling with computer games. Game designer Chris Crawford states that "Interactive storytelling systems are not "Games with Stories",〔,p46-48〕 whereas much research in the community focuses on applications to computer games. There are several key issues in interactive storytelling, for example: how to generate stories which are both interesting and coherent; and how to allow the user to intervene in the story, without violating any rules of the genre.〔B. Karlsson, A. Ciarlini, B. Feijo ́, and A. Furtado. ''Applying a Plan-Recognition/Plan-Generation Paradigm to Interactive Storytelling''. In ICAPS Workshop on AI Planning for Computer Games and Synthetic Characters, 2006.〕 Like many closely related AI research areas, interactive storytelling has largely failed to deliver on its promises over its forty-year history. By the early 2010s, most research efforts in this area had failed, stalled, or been abandoned, including Chris Crawford's own Storytron project. == History == Early attempts to understand interactive storytelling date back to the 1970s with such efforts as Roger Schank's research at Northwestern University and the experimental program TaleSpin.〔James R. Meehan, (TALE-SPIN, An Interactive Program that Writes Stories ), In ''Proceedings of the Fifth International Joint Conference on Artificial Intelligence'', 1977.〕 In the early 1980s Michael Liebowitz developed "Universe", a conceptual system for a kind of interactive storytelling. In 1986, Brenda Laurel published her PhD dissertation, "Toward the Design of a Computer-Based Interactive Fantasy System".〔Laurel, B.K. (1986) Toward The Design Of A Computer-Based Interactive Fantasy System (PhD dissertation). Department of Theater, Ohio State University.〕 During the 1990s, a number of research projects began to appear, such as the Oz Project led by Dr. Joseph Bates and Carnegie-Mellon University, the Software Agents group at MIT, the Improv Project led by Ken Perlin at New York University, and the Virtual Theater group at Stanford, led by Dr. Barbara Hayes-Roth. There were also a number of conferences touching upon these subjects, such as the Workshop on Interactive Fiction & Synthetic Realities in 1990; Interactive Story Systems: Plot & Character at Stanford in 1995; the AAAI Workshop on AI and Entertainment, 1996; Lifelike Computer Characters, Snowbird, Utah, October 1996; the First International Conference on Autonomous Agents at Marina del Rey, CA. February 5–8, 1997. The first conference to directly address the research area was the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment, which took place in March 2003 and focussed specifically on concepts and first prototypes for automated storytelling and autonomous characters, including modelling of emotions and the user experience.〔Stefan Göbel, Proceedings of the 2nd Technologies for Interactive Digital Storytelling and Entertainment Second International Conference, TIDSE 2004, Darmstadt, Germany, June 24–26, 2004, Preface〕 The concepts were developed by Chris Crawford, in his 2004 book. The 2000s saw a growth in work on interactive storytelling and related topics, presented at events which including the alternating bi-yearly conferences, TIDSE ICVS (International Conference on Virtual Storytelling) and hosted in German and France, respectively. TIDSE and ICVS were superseded by ICIDS (International Conference on Interactive Digital Storytelling), a yearly event established in 2008. The first published interactive storytelling software that was widely recognized as the "real thing" was ''Façade'', created by Michael Mateas and Andrew Stern. The system was publicly released in 2006,〔Stern, Andrew.(Façade: An experiment in building a fully realized interactive drama ), Game Developers Conference, Game Design track, 2003〕 and was the winner of the Grand Jury Prize at the 2006 Slamdance Independent Games Festival. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「interactive storytelling」の詳細全文を読む スポンサード リンク
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