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  1. Galatea

    Galatea is a work of interactive fiction set in an art gallery an undetermined amount of time in the future. The player takes on the role of an unnamed art critic examining works of personality referred to in the story as “animates.” Galatea is the name of one such animate however, unlike the other exhibits at the museum (which are forays into rudimentary artificial intelligence,) Galatea was a sculpted women who simply willed herself to life. The player must interact with Galatea through text commands until they get one of several endings.

    Jill Walker Rettberg - 14.01.2011 - 12:57

  2. Façade

    Façade

    Scott Rettberg - 15.04.2011 - 14:15

  3. ELIZA — A Computer Program For the Study of Natural Language Communication Between Man And Machine

    Full title: "ELIZA — A Computer Program For the Study of Natural Language Communication Between Man And Machine"

    ELIZA is a program operating within the MAC time-sharing system at MIT which makes certain kinds of natural language conversation between man and computer possible. Input sentences are analyzed on the basis of decomposition rules which are triggered by key words appearing in the input text. Responses are generated by reassembly rules associated with selected decomposition rules. The fundamental technical problems with which ELIZA is concerned are: (1) the identification of key words, (2) the discovery of minimal context, (3) the choice of appropriate transformations, (4) generation of responses in the absence of key words, and (5) the provision of an editing capability for ELIZA "scripts". A discussion of some psychological issues relevant to the ELIZA approach as well as of future developments concludes the paper.

    (Source: Author's abstract)

    Scott Rettberg - 20.05.2011 - 10:51

  4. Behind Façade: An Interview with Andrew Stern and Michael Mateas

    Harger's interview with Mateas and Stern focuses on the development of theiir conception of interactive drama and the Façade project.

    Scott Rettberg - 21.05.2011 - 10:33

  5. Provocation by Program: Imagining a Next-Revolution Eliza

    What program could have the effect on today's popular consciousness that Joseph Weizenbaum's Eliza had in the mid-1960s? Eliza ignited numerous productive controversies about language, intelligence, and people's relationships to computers. The system has been hailed as the first and most important work of electronic literature. While other, more complex works have been innovative, challenging, and literary in ways that are perhaps more sophisticated, Eliza was an incisive program of great impact. We consider the provocative program within the contexts of computing from the 1960s to the present. Then, we identify several qualities, some of them not very obvious, that a similarly provocative literary program would need today.

    Scott Rettberg - 08.01.2013 - 16:26

  6. ELIZA Revisited

    This presentation reconsiders one of the most famous works of electronic literature: Joseph Weizenbaum'sEliza/Doctor. Created in the mid-1960s, this conversational character's success led Janet Murray to name Weizenbaum "perhaps the premier" literary artist in the computer medium. Such evaluations, however, don't take into account what happens during the playful engagement that the system's freeform textual interaction encourages: a breakdown that reveals the shape of the underlying processes. An alternative to this is extremely constrained interaction, which can help maintain the illusion. But a more exciting direction is to design processes that reward readers as they are revealed.

    Scott Rettberg - 09.01.2013 - 14:47

  7. Office Politics

    Demo text world in the Oz Project where the player is involved in backstabbing office politics. Emotional and social characters for interactive drama were a key aim.

    Jill Walker Rettberg - 29.08.2013 - 15:10

  8. The Playground

    The Playground is primarily a test and demonstration of our ability to build interesting characters that engage in reasonably complex social behaviors. These behaviors have to reflect the personality of the character, the emotional state of the character, and the relationship the character has with the other characters.

    This is a simulation of 3 kids (one is the user) on a playground. Although they can engage in a number of different behaviors, one of their favorites is trading baseball cards.

    Source: http://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/worlds.html#playground

    Jill Walker Rettberg - 29.08.2013 - 15:11

  9. Chatterbots

    Depending on their purpose, and what we expect of them, chatterbots are equipped with a more or less complex and elaborate artifi ficial intelligence (AI) (see artificial intelligence). Automated assistants and computer game characters are usually expected to operate within a limited knowledge area. For these to function satisfactorily, it may be suffi fficient that they know how to identify and match key words in the question with a predefined fi answer in their database. However, to fluently converse on a number of nonspecifi fied topics— as is required to pass the Turing test— a more sophisticated AI based in natural language processing may be needed. Some of today’s chatterbots are even designed to learn from their previous conversations—in other words, developing their AI as they speak.

    Sumeya Hassan - 06.05.2015 - 20:38

  10. Karen

    Karen's your new personal adviser, and she's more than happy to help you work through a few things in your life. Communicate with her through the app and she can call you any time, day or night. Over the course of a week or so, she asks you some questions about your outlook on the world to get an understanding of you. In fact, her questions are drawn from psychological profiling questionnaires. She – and the software – are profiling you and she gives you advice based on your answers. (Source: artist description)

    Jill Walker Rettberg - 24.05.2022 - 21:04