We are researching the topic of immersive story worlds,
design issues for stealth learning (edutainment) and behavior interventions,
how people share stories, how intelligent agents or OPerators in the
storyworlds can help to dynamically generate new (emergent) story directions,
and how to facilitate an overall story generator and sharing. To date, we have
(1) researched story design in terms of the impact of plot, people, place; (2)
have created tools that allow authors to rapidly generate story structures; (3)
have adapted models from behavioral science into OPerators (OPs) so that story
structures can be rapidly populated with people of a given personality and need
structure; (4) have created a generator that permits both author- and
character-driven (emergent) story worlds; and (5) are assembling two
implementations, one as a health care intervention and one for counter
terrorism training/analysis.
The Human-Like OPerator (OP) for Emergent, Self-Generated Stories |
An OP is an architecture for a generic agent or character
that senses what's occuring in the story world, reasons about its best course
of action, and effects the story by pursuing that course as well as it can.
Bringing many OPs of different types together within a story structure leads to
emergent macro-behaviors not built in by the author. An OP's reasoning is
governed by its physiological need status and the stress it's built up. Stress
comes from fatigue (due to low energy, nutrition use, high noise, etc), good
and bad events it observes, and time pressure. Stress determines which of five
coping styles is currently governing a given OP's reasoning (e.g., blind plan
adherence, vigilance, or panic). In addition, each OP has a set of three value
trees: desires for events/actions, standards for behavior of other OPs, and
preferences for material objects in the world. These trees along with the
social relationships set up for each OPs are used by its emotion processor to
react to the world and to generate up to 22 emotions that it summarizes into
utility for choosing a course of action (plan shred). Thus OPs are
micro-decision makers who further the plot due to their needs of the moment
(physiologic, belonging, materialism, etc), culture (behavior standards),
bounded reasoning (stress-regulated and emotion-ruled), and social standing
(relationships, neighbor's views, local effects). A more complete description
of the reasoning and emergent behavior of an OP is available
here.
The Generator:
Authoring Electronic Stories for OPerators (AESOP) |
Beyond merely watching the emergence of macro-results from micro-decisions, many authors have the need to introduce plot structures, lesson and training objectives, specific quests and obstacles to overcome, and, not the least of all, spoken dialog opportunities. In order to create edutainment systems, it is vital to have some authorial control over such structures and to be able to craft the aesethetics to which one wants to expose the player (trainee or analyst). For example, if one is designing a role playing game, one might like to populate it with a few pedagogical characters that urge the player along a path where the important self-discovery, rehearsal, and/or analytical opportunities are richest. Or, one might wish to introduce training vignettes where OPs are dysfunctional and the player grows to care about them and learns by helping them help themselves. Making the player care about the characters of a storyworld is the purview of literature and of the film industry -- or more precisely of narratology. Caring occurs as one learns a given characters' motives, background, desires, and so on. That requires hearing dialogs and, even better, participating in such dialogs, particularly where there is drama, suspense, humor, and relationships. AESOP is our generator that helps the author to create such plot moments, and to provide dialog strings available to the characters in such moments. To assist in this task, AESOP provides a graphical user interface (graph markup language), storyworld templates, and pallets of reusable parts, artifacts, and animation movies.
Heart Sense Game:
A Hero's Adventure/Soap as a Behavioral Intervention |
Heart Sense Game is a role playing hero's tale
in which you try to solve a crime and simultaneously rescue your career and win
the girl. However, some of the many characters you might get clues from, need
your help to deal with heart attacks before they or others can help you. Since,
for their own reasons, they often don't believe they are having a heart attack
or don't want to take care of it promptly, there are significant obstacles to
helping these OPs to help themselves. And if you prefer to harm these
OPs, you are free to do so, but watch out, your own future will be effected as
well!
Heart Sense Game is an example of a cartoon world videogame
being designed as a health behavior intervention with the help of AESOP. Its
goal is to help the player to overcome their own symtom recognition and
resistive behavior issues before they have a heart attack themselves (or a
loved one has one). The hope is that learning about these issues in a story
world will help to reduce delay in seeking care if one ever encounters a heart
attack in the real world. Heart Sense is being developed in 2002, will undergo
clinical trial in 2003, and should be published by the end of 2003.
Role of Story Sharing in Terrorism Prevention and in Counter-Terrorism Training and Analysis |
Relevant
Links:
International Conference on Virtual Storytelling
International Game Developer
Association
Gamasutra, a great source of game design
articles and ideas
Newsletter on e-learning field
Good place for linking into many cyber-therapy topics
Ideas about the aesthetic, cultural and communicative aspects of computer games
Here is an
interesting workshop on
improving
public policy and training through game-based learning and simulation.
Descriptions
of games used in DoD and with commercial military video games.
InfoChess is
a team-oriented version of chess altered somewhat to be used in teaching
military tactics/strategy. I like this game as a potential
vehicle
for studying collaboration. Based on chess, a near cultural
universal, but without the visual and auditory razzle dazzle.
Here are some interesting discussions (1 , 2) about health effects and skill development from videogame play.