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  1. Game-Based Digitally Mediated Narrative Construction

    There are various ways of constructing a short story or a novel ranging from detailed planning of characters, back story, and plot before beginning to write to fluid writing. Somewhere in the middle, but near fluid writing, is the approach taken by the late television writer Sydney Sheldon who visualized the flow of the story and narrated what he saw and heard to a secretary. The paper surveys practices in narrative construction both current and speculative, such as a possible future use of advanced functional brain imaging, but emphasizes a particular game-based approach currently being attempted in a pilot project.

 At the Virtual Environments Lab researchers are developing a system that generates a text based on game play. The game has two purposes: entertainment for the player and generation of a work of fiction that describes the experiences of the player. Many of the characters and situations come from Through the Looking Glass. The player character, as Alice, explores an 8x8 grid and interacts with non player characters. The NPCs ask questions, and the PC gives free response answers. The PC can also ask the NPCs questions.

    Audun Andreassen - 10.04.2013 - 13:09

  2. Machine Subjectivity, Politics and Digital Arts

    Although human interaction with technological artifacts often involves treating them as if they are alive, the dominant discourse in our society portrays technology as the instrument of its human master. In the context of computing, our desire of absolute control over machines manifests itself both as the human computer interaction (HCI) community’s emphasis on “usability” and as popular culture’s apocalyptic imagination of the out-of-control artificial intelligence (AI) systems trying to eliminate humanity. It is revealing that, for instance, the word “robot” comes from “slave” in Czech. This paper examines the social and aesthetic limitations of this narrow instrumental view of technology. It proposes an alternative interaction model based on machine subjectivity, that is, constructing and perceiving computer systems as an independent entity in its own right.

    Audun Andreassen - 10.04.2013 - 13:42

  3. The reading abyss: narrative in times of Artificial Intelligence

    If orality constructed the myth and the listener, and the press produced the novel and the interpreter, this paper aims to discuss how digital tools based on the properties of Artificial Intelligence combined with narrative strategies will form simulations and transform the reader into a co-author. 

    I do not believe that the narrative of linear reading is going to disappear or that the book on paper is in the process of extinction, I believe that digital support, and sociocultural changes that entails, can lead to the formation of new literary genres and new creative and reading processes. 

    Jana Jankovska - 26.09.2018 - 12:36

  4. A Poetics Of Probabilities: A Critical Analysis Of The Project Library Of Babel

     

    Chiara Agostinelli - 15.10.2018 - 02:14

  5. The Birth of the Algorithmic Author: NLG Systems as Tools and Agents

    Natural language generation (NLG) – when computers produce text-based output in readable human languages – is becoming increasingly prevalent in our modern digital age. This paper will review the ways in which an NLG system may be framed in popular and scholarly discourse: namely, as a tool or as an agent. It will consider the implications of such perspectives for general perceptions of NLG systems and computer-generated texts. Negotiating claims made by system developers and the opinions of ordinary readers amassed through empirical studies conducted for this research, this paper delves into a theoretical and philosophical exploration of questions of authorial agency related to computer-generated texts, and by considering whether NLG systems constitute tools for manifesting human intention or agents in themselves.

    leahhenrickson - 12.09.2019 - 15:02

  6. Repetition and Defamiliarization in AI Dungeon and Project December

    Recent advances in machine learning provide new opportunities for the exploration of creative, interactive works based around generative text. This paper compares two such works, AI Dungeon (Walton 2019) and Project December (Rohrer 2020), both of which are built on the same artificial intelligence (AI) platform, OpenAI’s GPT-2 and GPT-3. In AI Dungeon, the player can choose from several predetermined worlds, each of which provide a starting point for the story generation. However, while interacting with the system within this world, the player can stop, edit, modify and retry each utterance, allowing the player to “sculpt” the AI’s responses, and choose what goes into the AI’s memory, helping to shape the overall direction of the story. At a broader level, the player can edit world descriptions, insert scripts between the AI and the player (themselves or others), and share these worlds/scenarios with other players.

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 19:44