Procedural constrained story generation based on Propp's and Fabula models
暂无分享,去创建一个
Manuel Pezzera | Renato Mainetti | Jacopo Essenziale | N. A. Borghese | Riccardo Cantoni | N. Alberto Borghese | R. Mainetti | M. Pezzera | Riccardo Cantoni | J. Essenziale
[1] Francesco Amenta,et al. Telerehabilitation: Review of the State-of-the-Art and Areas of Application , 2017, JMIR rehabilitation and assistive technologies.
[2] E. Deci,et al. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.
[3] Ivo Swartjes,et al. A Fabula Model for Emergent Narrative , 2006, TIDSE.
[4] Emiel Krahmer,et al. Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation , 2017, J. Artif. Intell. Res..
[5] M. Rossiter,et al. Narrative and Stories in Adult Teaching and Learning. ERIC Digest. , 2002 .
[6] S. Chatman,et al. Story and Discourse , 2019 .
[7] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[8] Michael Lebowitz,et al. Story-telling as planning and learning , 1985 .
[9] Reid Swanson,et al. Say Anything: A Massively Collaborative Open Domain Story Writing Companion , 2008, ICIDS.
[10] James R. Meehan,et al. The Metanovel: Writing Stories by Computer , 1976, Outstanding Dissertations in the Computer Sciences.
[11] H. Fardoun,et al. Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial , 2014, JMIR serious games.
[12] James C. Lester,et al. Narrative prose generation , 2001, Artif. Intell..
[13] Silvia Gabrielli,et al. Serious games for arm rehabilitation of persons with multiple sclerosis. A randomized controlled pilot study. , 2018, Multiple sclerosis and related disorders.
[14] Boyang Li,et al. Crowdsourcing interactive fiction games , 2013, FDG.
[15] T. Tweed. Space , 2011, STEM Education in the Primary School.
[16] E. Deci,et al. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.
[17] Richard Fikes,et al. STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving , 1971, IJCAI.
[18] Andrea Turolla,et al. Telerehabilitation and recovery of motor function: a systematic review and meta-analysis , 2015, Journal of telemedicine and telecare.
[19] Todd Lubart,et al. How can computers be partners in the creative process: Classification and commentary on the Special Issue , 2005, Int. J. Hum. Comput. Stud..
[20] Stacy Marsella,et al. THESPIAN: An Architecture for Interactive Pedagogical Drama , 2005, AIED.
[21] R. Baumeister,et al. How Stories Make Sense of Personal Experiences: Motives that Shape Autobiographical Narratives , 1994 .
[22] Nicholas Negroponte,et al. Soft Architecture Machines , 1976 .
[23] Pier Luca Lanzi,et al. An integrated low-cost system for at-home rehabilitation , 2012, 2012 18th International Conference on Virtual Systems and Multimedia.
[24] Julian Togelius,et al. Procedural Content Generation in Games , 2016, Computational Synthesis and Creative Systems.
[25] William V. Wright,et al. A Theory of Fun for Game Design , 2004 .
[26] Alexandru Iosup,et al. Procedural content generation for games: A survey , 2013, TOMCCAP.
[27] Geoff F. Kaufman,et al. Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds , 2004 .
[28] Jonathan P. Rowe,et al. STORYEVAL: An Empirical Evaluation Framework for Narrative Generation , 2009, AAAI Spring Symposium: Intelligent Narrative Technologies II.
[29] Rafael Bidarra,et al. A Survey on Story Generation Techniques for Authoring Computational Narratives , 2017, IEEE Transactions on Computational Intelligence and AI in Games.