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Dramatic Analysis

description19 papers
group19 followers
lightbulbAbout this topic
Dramatic Analysis is the scholarly examination of the structure, themes, characters, and language of dramatic texts. It involves interpreting the underlying meanings and artistic choices within plays, considering historical, cultural, and social contexts to enhance understanding of the work's impact and significance in the theatrical canon.
lightbulbAbout this topic
Dramatic Analysis is the scholarly examination of the structure, themes, characters, and language of dramatic texts. It involves interpreting the underlying meanings and artistic choices within plays, considering historical, cultural, and social contexts to enhance understanding of the work's impact and significance in the theatrical canon.

2025, Performance Research

This is the second of two Hamlet articles which complement each other (and partly overlap) in developing dramaturgical tools for analyzing this exemplary drama. This article focuses on the transfer of breath from Hamlet to Horatio, in...more
This is the second of two Hamlet articles which complement each other (and partly overlap) in developing dramaturgical tools for analyzing this exemplary drama. This article focuses on the transfer of breath from Hamlet to Horatio, in order to tell Hamlet's story, in pain, as he desires...

2025, Journal of Game Development

In this article, we address the particular issue of authoring interactive narrative with respect to video-games and interactive storytelling. We first introduce the narrative paradox between interactivity and narrative content in virtual...more
In this article, we address the particular issue of authoring interactive narrative with respect to video-games and interactive storytelling. We first introduce the narrative paradox between interactivity and narrative content in virtual environments and consider its impact ...

2025, Electronics

The study of dramatic plays has long relied on qualitative methods to analyze character interactions, making little assumption about the structural patterns of communication involved. Our approach bridges NLP and literary studies,...more
The study of dramatic plays has long relied on qualitative methods to analyze character interactions, making little assumption about the structural patterns of communication involved. Our approach bridges NLP and literary studies, enabling scalable, data-driven analysis of interaction patterns and power structures in drama. We propose a novel method to supplement addressee identification in tragedies using Large Language Models (LLMs). Unlike conventional Social Network Analysis (SNA) approaches, which often diminish dialogue dynamics by relying on co-occurrence or adjacency heuristics, our LLM-based method accurately records directed speech acts, joint addresses, and listener interactions. In a preliminary evaluation of an annotated multilingual dataset of 14 scenes from nine plays in four languages, our top-performing LLM (i.e., Llama3.3-70B) achieved an F1-score of 88.75% (P = 94.81%, R = 84.72%), an exact match of 77.31%, and an 86.97% partial match with human annotations, where partial match indicates any overlap between predicted and annotated receiver lists. Through automatic extraction of speaker-addressee relations, our method provides preliminary evidence for the potential scalability of SNA for literary analyses, as well as insights into power relations, influence, and isolation of characters in tragedies, which we further visualize by rendering social network graphs.

2024, PhD thesis

This dissertation aims at equipping Spanish Philology with novel methods, tools, and proofs of concept to facilitate Digital Humanities studies of Spanish plays. In particular, it develops methods to analyse Spanish Golden Age versified...more
This dissertation aims at equipping Spanish Philology with novel methods, tools, and proofs of concept to facilitate Digital Humanities studies of Spanish plays. In particular, it develops methods to analyse Spanish Golden Age versified plays. It departs from the theoretical grounds of dramatology, poetry, and phonology to formalise its elements as algorithms and data structures suitable for implementation as software. It resorts to Digital Humanities not as much as a methodological framework but as a target audience for the outcomes. Since the formalisation's suitability is tested by translating it into actual computer programmes, the design considers programming techniques, natural language processing and computational linguistics. The approach presented in this work intends to expedite data retrieval and classification. Firstly, it proposes ontologies and classes of textual elements in Golden Age plays and their interrelations; secondly, it describes automatic processing methods to extract them; finally, it explores how to organise the resulting information into data structures suitable for further digital analysis.

2024, Concepts, Methodologies, Tools and Applications

Believable agents designed for long-term interaction with human users need to adapt to them in a way which appears emotionally plausible while maintaining a consistent personality. For short-term interactions in restricted environments,...more
Believable agents designed for long-term interaction with human users need to adapt to them in a way which appears emotionally plausible while maintaining a consistent personality. For short-term interactions in restricted environments, scripting and state machine techniques can create agents with emotion and personality, but these methods are labor intensive, hard to extend, and brittle in new environments. Fortunately, research in memory, emotion and personality in humans and animals points to a solution to this problem. Emotions focus an animal's attention on things it needs to care about, and strong emotions trigger enhanced formation of memory, enabling the animal to adapt its emotional response to the objects and situations in its environment. In humans this process becomes reflective: emotional stress or frustration can trigger reevaluating past behavior with respect to personal standards, which in turn can lead to setting new strategies or goals. To aid the authoring of adaptive agents, we present an artificial intelligence model inspired by these psychological results in which an emotion model triggers case-based emotional preference learning and behavioral adaptation guided by personality models. Our tests of this model on robot pets and embodied characters show that emotional adaptation can extend the range and increase the behavioral sophistication of an agent without the need for authoring additional hand-crafted behaviors.

2023, arXiv (Cornell University)

More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an...more
More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an affective agent architecture for creating autonomous characters that can evoke empathic responses. In this paper, we describe FAtiMA Toolkit, a collection of open-source tools that is designed to help researchers, game developers and roboticists incorporate a computational model of emotion and decision-making in their work. The toolkit was developed with the goal of making FAtiMA more accessible, easier to incorporate into different projects and more flexible in its capabilities for human-agent interaction, based upon the experience gathered over the years across different virtual environments and human-robot interaction scenarios. As a result, this work makes several different contributions to the field of Agent-Based Architectures. More precisely, FAtiMA Toolkit's library based design allows developers to easily integrate it with other frameworks, its metacognitive model affords different internal reasoners and affective components and its explicit dialogue structure gives control to the author even within highly complex scenarios. To demonstrate the use of FAtiMA Toolkit, several different use cases where the toolkit was successfully applied are described and discussed.

2023, Lecture Notes in Computer Science

Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is...more
Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is important to increase engagement and enjoyment in players. In this paper, we discuss the modelling of autonomous characters based on a biologically-inspired theory of human action regulation taking into account perception, motivation, emotions, memory, learning and planning. These agents populate an educational Role Playing Game, ORIENT (Overcoming Refugee Integration with Empathic Novel Technology) dealing with the cultural-awareness problem for children aged 13 to 14.

2023, Adaptive Agents and Multi-Agents Systems

Steering techniques present an important approach to navigation of 3D human-like characters; however, tools for teaching these techniques to students of courses on computer games, computer graphics or software agents are lacking. Here, we...more
Steering techniques present an important approach to navigation of 3D human-like characters; however, tools for teaching these techniques to students of courses on computer games, computer graphics or software agents are lacking. Here, we present three freely available tools that can be used for this purpose. The first one is a Java library of steering behaviors for Pogamut toolkit for developing control mechanisms of virtual agents. The second one is SteeringTool, an "off-the-shelf" simulation enabling students to investigate how steering rules work in various situations and under a variety of conditions, and the third one is a serious game SteeringGame for motivating students to study this topic.

2023, Lecture Notes in Computer Science

Steering behaviours can be used to position 3D embodied agents in small groups engaged in relatively simple social interactions such as in group conversation or walking while talking. Less is known about scaling these mechanisms for...more
Steering behaviours can be used to position 3D embodied agents in small groups engaged in relatively simple social interactions such as in group conversation or walking while talking. Less is known about scaling these mechanisms for situations with complex dynamics requiring agents to perform actions beyond walking, turning, talking and gesturing. Here, we present a model for controlling three agents in an example of such a situation: a vigorous quarrel. The model combines a general steering behaviour for keeping the three agents in a triangular formation with a probabilistic two-level hierarchical state machine (hFSM) for unfolding the quarrel by means of changing parameters of the steering behaviour and issuing actions to the agents. The model has been implemented using UnrealEngine2Runtime on the example of a boy dating two girls at the same time who do not know about each other. The user can influence the course of the quarrel by changing attitudes among the agents. To create a list of the agents' actions and the hFSM, we video-taped about 40 episodes in which three actors improvised on the topic of the quarrel, and we manually annotated the videos. The evaluation with 67 human participants indicates that the model produces outcomes comprehensible and believable even for persons with limited previous experience with 3D graphics. On a more general level, this paper suggests that augmenting steering behaviours by a nontrivial higher-level controller is a feasible approach to modelling behaviour of 3D agents interacting in small groups in a complex way and presents a possible workflow for developing scenes featuring such agents.

2023, Lecture Notes in Computer Science

Steering techniques are widely used for navigation of single agents or crowds and flocks. Steerings also have the potential to coordinate movement of human-like agents in very small groups so that the resulting behavior appears socially...more
Steering techniques are widely used for navigation of single agents or crowds and flocks. Steerings also have the potential to coordinate movement of human-like agents in very small groups so that the resulting behavior appears socially believable, but this dimension is less explored. Here, we present one such "social" steering, the Walk Along steering for navigating a couple of agents to reach a certain place together. The results of a believability study with 26 human subjects who compared the new steering to the known Leader Following steering in eight different scenarios suggest the superiority of the Walk Along steering in social situations.

2023, Lecture Notes in Computer Science

Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is...more
Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is important to increase engagement and enjoyment in players. In this paper, we discuss the modelling of autonomous characters based on a biologically-inspired theory of human action regulation taking into account perception, motivation, emotions, memory, learning and planning. These agents populate an educational Role Playing Game, ORIENT (Overcoming Refugee Integration with Empathic Novel Technology) dealing with the cultural-awareness problem for children aged 13 to 14.

2023, Online Journal

Black stereotypes have emerged over centuries in The United States of America. A long history of slavery and injustice practices have constructed some images of those who are born black in that country. This study focuses on debunking...more
Black stereotypes have emerged over centuries in The United States of America. A long history of slavery and injustice practices have constructed some images of those who are born black in that country. This study focuses on debunking black stereotypes in the play script entitled Gray Matter by Jeanette D. Farr. The qualitative approach is used in the discussion of this study; the main character‘s dialogues are analysed by using Judd and Park (1993) theory about stereotypes and Franzoi (2009) social psychology theory. The results of this study showed black  stereotypes  practices  towards  Afro-American including: ‘black man is criminal‘, ‘black is dirty‘, and ‘black comes from lower society‘. Eventually, the interpersonal relationship between the two characters is deepened and resulted on the debunking of all the stereotypes upon Russell

2023, Lecture Notes in Computer Science

Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is...more
Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is important to increase engagement and enjoyment in players. In this paper, we discuss the modelling of autonomous characters based on a biologically-inspired theory of human action regulation taking into account perception, motivation, emotions, memory, learning and planning. These agents populate an educational Role Playing Game, ORIENT (Overcoming Refugee Integration with Empathic Novel Technology) dealing with the cultural-awareness problem for children aged 13 to 14.

2022, eden.dei.uc.pt

Abstract. Digital entertainment industry uses multi-agents techniques based on several different approaches to establish autonomous characters that behave the most believable way as possible. This article presents a preliminary version of...more
Abstract. Digital entertainment industry uses multi-agents techniques based on several different approaches to establish autonomous characters that behave the most believable way as possible. This article presents a preliminary version of an agent architecture based on psychological and neurobiological theories. We expect that this architecture could facilitate implementation of synthetic believable characters by providing ways of defining different personalities for them while keeping the decisionmaking process evaluation time ...

2022

The work described in this paper, Distributed Drama Management (DDM), is an extension of the work on Double Appraisal [1]. As such, it is an Emergent Narrative (EN) approach to interactive digital storytelling. The intention of DDM is to...more
The work described in this paper, Distributed Drama Management (DDM), is an extension of the work on Double Appraisal [1]. As such, it is an Emergent Narrative (EN) approach to interactive digital storytelling. The intention of DDM is to add consideration of non-character dramatic concerns (initially structure and narrative trajectory) to synthetic actors.

2022

This paper provides a survey of software agents in adaptive serious games. It outlines the most important challenges of the game design such as adaptation. The study (i) overviews the state of the art of behavior programming in...more
This paper provides a survey of software agents in adaptive serious games. It outlines the most important challenges of the game design such as adaptation. The study (i) overviews the state of the art of behavior programming in agent-based games (ii) provides our further reflection about the agent programming model dedicated to therapeutic serious game (iii) and finally introduces some major challenges to be addressed by the community in the medium term.

2022, Lecture Notes in Computer Science

Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is...more
Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is important to increase engagement and enjoyment in players. In this paper, we discuss the modelling of autonomous characters based on a biologically-inspired theory of human action regulation taking into account perception, motivation, emotions, memory, learning and planning. These agents populate an educational Role Playing Game, ORIENT (Overcoming Refugee Integration with Empathic Novel Technology) dealing with the cultural-awareness problem for children aged 13 to 14.

2022, Lecture Notes in Computer Science

Maria Knebel is one of the most influential scholars in the field of Drama Analysis. Her work with Stanislavsky has been foundational in the history of theatre: she devised the method of Action Analysis to read the play as a score of...more
Maria Knebel is one of the most influential scholars in the field of Drama Analysis. Her work with Stanislavsky has been foundational in the history of theatre: she devised the method of Action Analysis to read the play as a score of actions to be executed by the actors. This paper aims at encoding Knebel's principles in a formal representation using a computational ontology (Drammar) to prove its expressiveness and to test its e cacy in a production point of view. As an example we use Knebel's analysis of Pogodin's Kremlin Chimes.

2022, Lecture Notes in Computer Science

Steering behaviours can be used to position 3D embodied agents in small groups engaged in relatively simple social interactions such as in group conversation or walking while talking. Less is known about scaling these mechanisms for...more
Steering behaviours can be used to position 3D embodied agents in small groups engaged in relatively simple social interactions such as in group conversation or walking while talking. Less is known about scaling these mechanisms for situations with complex dynamics requiring agents to perform actions beyond walking, turning, talking and gesturing. Here, we present a model for controlling three agents in an example of such a situation: a vigorous quarrel. The model combines a general steering behaviour for keeping the three agents in a triangular formation with a probabilistic two-level hierarchical state machine (hFSM) for unfolding the quarrel by means of changing parameters of the steering behaviour and issuing actions to the agents. The model has been implemented using UnrealEngine2Runtime on the example of a boy dating two girls at the same time who do not know about each other. The user can influence the course of the quarrel by changing attitudes among the agents. To create a list of the agents' actions and the hFSM, we video-taped about 40 episodes in which three actors improvised on the topic of the quarrel, and we manually annotated the videos. The evaluation with 67 human participants indicates that the model produces outcomes comprehensible and believable even for persons with limited previous experience with 3D graphics. On a more general level, this paper suggests that augmenting steering behaviours by a nontrivial higher-level controller is a feasible approach to modelling behaviour of 3D agents interacting in small groups in a complex way and presents a possible workflow for developing scenes featuring such agents.

2022, Lecture Notes in Computer Science

Maria Knebel is one of the most influential scholars in the field of Drama Analysis. Her work with Stanislavsky has been foundational in the history of theatre: she devised the method of Action Analysis to read the play as a score of...more
Maria Knebel is one of the most influential scholars in the field of Drama Analysis. Her work with Stanislavsky has been foundational in the history of theatre: she devised the method of Action Analysis to read the play as a score of actions to be executed by the actors. This paper aims at encoding Knebel's principles in a formal representation using a computational ontology (Drammar) to prove its expressiveness and to test its e cacy in a production point of view. As an example we use Knebel's analysis of Pogodin's Kremlin Chimes.

2022

Computer Science students are not only interested in playing games but also highly motivated to learn how games are developed. This paper proposes a novel agent augmented game development framework in a 3D virtualized environment that...more
Computer Science students are not only interested in playing games but also highly motivated to learn how games are developed. This paper proposes a novel agent augmented game development framework in a 3D virtualized environment that allows students to become the players, the situated learners and the designers, who create games/stories in an immersive 3D environment, simultaneously. Unlike most of existing games in which agents are designed to play some roles or to execute specific tasks, we augment the whole game world as an interactive multi-agent system. The agent intractability and autonomy enhance the user interactions and enable the dynamic story creation in a situated learning/playing environment. The proposed approach significantly increases the interests of students in learning to design the game from playing. An interactive game for science learning in secondary schools is presented to illustrate our approach. The proposed game framework as well as the 3D virtualized game environment has been successfully used in a number of capstone projects in recent two years. Students enjoyed learning and designing games through playing.

2022

Creating believable agents with personality is a popular research area in game studies but academic research in this area usually focuses on one facet of personality- for example, only on moods or character traits. The present study...more
Creating believable agents with personality is a popular research area in game studies but academic research in this area usually focuses on one facet of personality- for example, only on moods or character traits. The present study proposes a motivational framework to predict goal-directed behaviour of virtual agents in a computer game and explores the opportunities of using personality inventories based on the same motivational framework to design virtual agents with personality. This article claims that motivation to reach a goal is influenced by psychological needs which are represented with an equation that determines the strength of a character’s motivational force. The framework represented by this study takes into account psychological needs and their interrelations for analyzing choices of virtual agents in a computer game.

2022

Interactive storytelling (IS) is an incipient field that has not been completely formalized yet. There is still a significant amount of research to be done. Especially regarding topics such as how much freedom can be granted to the user...more
Interactive storytelling (IS) is an incipient field that has not been completely formalized yet. There is still a significant amount of research to be done. Especially regarding topics such as how much freedom can be granted to the user to modify the story and what are the effects this freedom will have in the quality of the story. In this paper it is presented an object-oriented expandable API that provides many of the low-level functionality requirements of an interactive storytelling system, so research regarding such topics can be done without worrying about the implementation details. The API includes the capability to present a 3D graphic representation of the of the story world. It has a basic agent class, which already provides NURB-curve-based navigation, bonebased animation and text-to-speech capabilities.

2022

Interactive storytelling (IS) is an incipient field that has not been completely formalized yet. There is still a significant amount of research to be done. Especially regarding topics such as how much freedom can be granted to the user...more
Interactive storytelling (IS) is an incipient field that has not been completely formalized yet. There is still a significant amount of research to be done. Especially regarding topics such as how much freedom can be granted to the user to modify the story and what are the effects this freedom will have in the quality of the story. In this paper it is presented an object-oriented expandable API that provides many of the low-level functionality requirements of an interactive storytelling system, so research regarding such topics can be done without worrying about the implementation details. The API includes the capability to present a 3D graphic representation of the of the story world. It has a basic agent class, which already provides NURB-curve-based navigation, bonebased animation and text-to-speech capabilities.

2022

We introduce ShowRunner, a tool for visualizing story world execution within a 3D game environment. ShowRunner takes as input an abstract, declarative specification of a story script and a set of mappings between terms in the story and...more
We introduce ShowRunner, a tool for visualizing story world execution within a 3D game environment. ShowRunner takes as input an abstract, declarative specification of a story script and a set of mappings between terms in the story and data elements in the game engine and executes the story’s actions, using virtual cameras to film and present the action to a user. The implementation details on the working of the tool, as well as instructions on how users with various design and API constraints can utilize the tool are discussed in this paper.

2021, Proceedings of the 2017 ACM Symposium on Document Engineering - DocEng '17

As a pervasive form of artistic expression through ages and media, drama features a twofold nature of its tangible manifestations (theatrical performances, movies, books, etc.) and its intangible abstraction (the story of Cinderella...more
As a pervasive form of artistic expression through ages and media, drama features a twofold nature of its tangible manifestations (theatrical performances, movies, books, etc.) and its intangible abstraction (the story of Cinderella underlying Disney movie and Perrault's fable). The encoding of the intangible drama abstraction of drama documents is relevant for the preservation of cultural heritage and the didactics and research on drama documents. This paper addresses the task of encoding the notion of intangible story abstraction from the drama documents. The reference model is provided by a computational ontology that formally encodes the elements that characterize a drama, for purposes of semantic linking and inclusion in annotation schemata. By providing a formal expression posited between drama as work and its manifestations, the ontology-based representation is compliant with the model of Functional Requirements for Bibliographic Records (FRBR).

2021, Digital Creativity

Comics can be a suitable form of representation for generative narrative. This paper provides an argument for this based on an analysis of properties of the comics medium, and describes a tool for character design and comic strip creation...more
Comics can be a suitable form of representation for generative narrative. This paper provides an argument for this based on an analysis of properties of the comics medium, and describes a tool for character design and comic strip creation that applies interactive evolution methods to characters in a virtual environment. The system is used to interactively create artificial characters with extreme personality traits inspired by well-known comics characters.

2021, Lecture Notes in Computer Science

There exist various narrative systems, focused on different parts of the complex process of story generation. Some of them are oriented to content planning, and some to sentence planning, with different properties and characteristics. In...more
There exist various narrative systems, focused on different parts of the complex process of story generation. Some of them are oriented to content planning, and some to sentence planning, with different properties and characteristics. In this paper we propose a system based on BDI agents that generates stories (creating content, performing content planning and simple sentence planning) with narrative parts and dialogs. The content for the story is generated in a multiagent social simulation system, and the content planning is based on rules and a state space search algorithm based on the system representation of the reader's perception of the story.

2021, game.itu.dk

Many modern games provide environments in which agents perform decision making at several levels of granularity. In the domain of real-time strategy games, an effective agent must make high-level strategic decisions while simultaneously...more
Many modern games provide environments in which agents perform decision making at several levels of granularity. In the domain of real-time strategy games, an effective agent must make high-level strategic decisions while simultaneously controlling individual units in battle. We advocate reactive planning as a powerful technique for building multiscale game AI and demonstrate that it enables the specification of complex, real-time agents in a unified agent architecture. We present several idioms used to enable authoring of an agent that concurrently pursues strategic and tactical goals, and an agent for playing the real-time strategy game StarCraft that uses these design patterns.
by J Dias

2021, Autonomous Agents and Multi-Agent Systems

The paper reports work to create believable autonomous Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions...more
The paper reports work to create believable autonomous Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both cognitively and emotionally by integrating two models: the cognitive appraisal-based FAtiMA architecture, and the drives-based PSI model. We discuss the modelling of adaptive affective autonomous characters based on a biologically-inspired theory of human action regulation taking into account ...

2021, Lecture Notes in Computer Science

This paper presents a visualization of stories that aligns the hierarchy of story units and the hierarchy of characters' intentions, respectively, with the story text, subdivided into chunks. The solution takes inspiration from the design...more
This paper presents a visualization of stories that aligns the hierarchy of story units and the hierarchy of characters' intentions, respectively, with the story text, subdivided into chunks. The solution takes inspiration from the design introduced by the movie narrative charts, and presents an interactive tool.

2020

This paper considers an aspect of the Gilbert & Sullivan operettas not hitherto explored in depth: Sullivan’s use of counterpoint. His contrapuntal skill particularly manifests itself in his combination numbers, in which two (or more)...more
This paper considers an aspect of the Gilbert & Sullivan operettas not hitherto explored in depth: Sullivan’s use of counterpoint. His contrapuntal skill particularly manifests itself in his combination numbers, in which two (or more) dissimilar melodies appear, first separately and then simultaneously. The contrapuntal display that is an integral feature of the combination number is a Sullivan trademark, wherein his skill at interweaving melodies of different character comes to the fore. I will first speculate on the origins of the combination number in Sullivan’s background as a keyboardist and church musician (which presumably brought him into contact with the music of J.S. Bach). Moreover, the use of contrapuntal artifice to give each operatic character a distinctive voice in ensembles has some precedent in the operas of Mozart and Verdi, and in the catches (circular canons) that were a part of Sullivan’s British heritage. I will then trace the evolution of the combination number from its tentative beginnings in The Sorcerer, through its mature phase in The Mikado and The Yeomen of the Guard, to its virtual disappearance in Gilbert & Sullivan’s final three collaborations (The Gondoliers, Utopia Limited and The Grand Duke). In each combination number, we will consider in specific terms how Sullivan’s use of counterpoint enhanced the dramatic situations that Gilbert had set up in his libretti.

2019, PB MUSICALS

"The Gods Grown Old" is the subtitle of the very first comic opera written by W.S. Gilbert and Arthur Sullivan. "Thespis", its main title, tells the story of gods whose power and sway over their subjects has diminished over the years -...more
"The Gods Grown Old" is the subtitle of the very first comic opera written by W.S. Gilbert and Arthur Sullivan. "Thespis", its main title, tells the story of gods whose power and sway over their subjects has diminished over the years - gods who have become very old and tired. It seems appropriate that any examination into the durability of Gilbert and Sullivan’s work should be named after this particular show; in many ways Gilbert and Sullivan have indeed grown old.

2018

Livro se divide em três cursos/seminários SEMINÁRIO 1: EXERCÍCIOS BÁSICOS DE DRAMATURGIA SEMINÁRIO 2: DRAMATURGIA INTEGRAL SEMINÁRIO 3: CONCEITOS BÁSICOS DE DRAMATURGIA A PARTIR DE FILMES . Na CONCLUSÃO, temos DRAMATURGIAS...more
Livro se divide em três cursos/seminários
SEMINÁRIO 1: EXERCÍCIOS BÁSICOS DE DRAMATURGIA SEMINÁRIO 2: DRAMATURGIA INTEGRAL
SEMINÁRIO 3: CONCEITOS BÁSICOS DE DRAMATURGIA A PARTIR DE FILMES .
Na CONCLUSÃO, temos  DRAMATURGIAS POSSÍVEIS: EXPERIÊNCIAS EM ESCREVER PARA A CENA.

2018

What is theatre? "Theatre is a crucible of civilisation. It is a place for human communication", said Victor Hugo solving the dilemma of defining theatre. Patric Pavis, the Professor for Theatre Studies at the University of Kent, has...more
What is theatre? "Theatre is a crucible of civilisation. It is a place for human communication", said Victor Hugo solving the dilemma of defining theatre. Patric Pavis, the Professor for Theatre Studies at the University of Kent, has managed to tread the path of human communication in his Toward a Theory of Culture and Mise en Scène. This theory comes amid a conspicuous absence of intercultural exchange in the western theatre. To delineate, Mise en Scène "is a mediation between different cultural backgrounds, traditions and methods of acting", in which the playwright becomes both an author and a director. It stipulates giving up abiding by all traditional theories that depend on no intercultural exchange. Knowing that "Theatre is made of traditions, conventions, institutions, habits, which are permanent in time"-Eugenio Barba, in contemporary mise en scène the artistic codes decode the cultural codes and vice versa. The apprehension of some specific artistic codes paves the way to perceive the cultural codes as well. Thus, mise en scène is an eminent theory that evokes copious speculations and techniques.

2018

On the evening of Saturday 8 October,1898, Sir Arthur Sullivan, General Conductor of the Leeds Triennial Musical Festival, having directed an electrifying performance of Mendelssohn's Lobgesang (Symphony #2), that concluded the greatest...more
On the evening of Saturday 8 October,1898, Sir Arthur Sullivan, General Conductor of the Leeds Triennial Musical Festival, having directed an electrifying performance of Mendelssohn's Lobgesang (Symphony #2), that concluded the greatest of all the nineteenth century Leeds Music Festivals, laid down his baton. As he was cheered by audience and performers alike, there was nothing to suggest that within twelve months his resignation would be forced and that effectively, the Leeds Festival's Executive Committee would sack the most popular of all Victorian musicians. Sullivan believed he had been ousted in a conspiracy manipulated by supporters of Charles Villiers Stanford. Using unpublished material and contemporary reportage, this poster will seek to address Sullivan's suspicions and consider the aftermath of Leeds's decision for both Sullivan and the Festival.

2018

This thesis is concerned with Interactive Digital Storytelling (IDS) from two perspectives. Firstly, it analyses the problem of the development of IDS systems and defines behavioral requirements for the agents in those systems. The first...more
This thesis is concerned with Interactive Digital Storytelling (IDS)
from two perspectives. Firstly, it analyses the problem of the development of IDS systems and defines behavioral requirements for the agents in those systems.
The first part is concluded with a proposal of a minimalistic affect-modulated architecture that can be used to develop agents for medium-sized IDS systems.
Secondly, two working IDS systems built on top of the architecture are introduced and used in the following part of the thesis that researches the problem
of an automatic analysis of story spaces generated by IDS systems. A general methodology of analysis is introduced, implemented and tested on the domains of three working IDS systems.

2017

This study applied the phenomenological approach and the analysis of "place" in a play "Gozaresh-e Khab" by Mohammad Rezaei Rad. With this approach as a theoretical framework to the test and evaluation of view, as not merely a theoretical...more
This study applied the phenomenological approach and the analysis of "place" in a play "Gozaresh-e Khab" by Mohammad Rezaei Rad. With this approach as a theoretical framework to the test and evaluation of view, as not merely a theoretical and practical approach to the analysis of dramatic texts. To achieve this goal, the evaluation of the above-mentioned case studies based on the ideas of Gaston Bachelard in The Poetics of space. Methods to determine the selection of indicators and key fundamental Bachelard (location, space, space mining and the house reading) and then, at the same time they are being phenomenological analysis, the play. Based on this, researchers at an early stage, the main hypothesis of the study, to answer a key question about the application of the definitions and views of Bachelard in an unusual way "home reading" he -In the play-evaluation and then play with two the other question, the most important indicators and audit measures in this analytical approach, such as objects, borders, multiple world time and fluidity of study samples are analyzed. The results can be summarized thus: Bachelard's ideas and methods of analysis, expression and the use of the house and its accessories (including people and objects) by the author plays. Also, compatibility and consistency in narrative structure, markup and places of work, confirmed the imaginative ideas of Bachelard in the way of phenomenology and phenomenological approaches to testing and analysis also suggests the dramatic and narrative texts.

Key Words:
phenomenology of place, Mohammad Rezaei Rad, Gaston Bachelard, Play analysis, Iranian drama.

2017

This degree project investigates the suitability of using Behavior Trees (BT) as an architecture for the behavioral layer in autonomous driving. BTs originate from video game development but have received attention in robotics research...more
This degree project investigates the suitability of using Behavior Trees (BT) as an architecture for the behavioral layer in autonomous driving. BTs originate from video game development but have received attention in robotics research the past couple of years. This project also includes implementation of a simulated traffic environment using the Unity3D engine, where the use of BTs is evaluated and compared to an implementation using finite-state machines (FSM). After the initial implementation, the simulation along with the control architectures were extended with additional behaviors in four steps. The different versions were evaluated using software maintainability metrics (Cyclomatic complexity and Maintainability index) in order to extrapolate and reason about more complex implementations as would be required in a real autonomous vehicle. It is concluded that as the AI requirements scale and grow more complex, the BTs likely become substantially more maintainable than FSMs and hence may prove a viable alternative for autonomous driving.

2017, Interactive Storytelling

Maria Knebel is one of the most influential scholars in the field of Drama Analysis. Her work with Stanislavsky has been foundational in the history of theatre: she devised the method of Action Analysis to read the play as a score of...more
Maria Knebel is one of the most influential scholars in the field of Drama Analysis. Her work with Stanislavsky has been foundational in the history of theatre: she devised the method of Action Analysis to read the play as a score of actions to be executed by the actors. This paper aims at encoding Knebel's principles in a formal representation using a computational ontology (Drammar) to prove its expressiveness and to test its efficacy in a production point of view. As an example we use Knebel's analysis of Pogodin's "Kremlin Chimes".

2016

The development of intelligent virtual agents (IVAs) is a complex task featuring many sub problems. Concerning the education in this field, there is a good theoretical basis. However when it comes to the practical education – the...more
The development of intelligent virtual agents (IVAs) is a complex task featuring many sub problems. Concerning the education in this field, there is a good theoretical basis. However when it comes to the practical education – the platforms that can be used are scarce and mostly still not fully developed. Our goal is to create a platform, which would allow for a good practical education in the field of IVAs development. The first step towards this platform is a prototype implementation – project Emohawk – that will be described in this thesis. Project Emohawk features a partly emergent story and affect-driven architecture for
IVAs control based on a psychologically plausible emotion model. Moreover a methodology was created analyzing this prototype  implementation regarding the believability and emergent story potential.

2016

Steering behaviours can be used to position 3D embodied agents in small groups engaged in relatively simple social interactions such as in group conversation or walking while talking. Less is known about scaling these mechanisms for...more
Steering behaviours can be used to position 3D embodied agents in small groups engaged in relatively simple social interactions such as in group conversation or walking while talking. Less is known about scaling these mechanisms for situations with complex dynamics requiring agents to perform actions beyond walking, turning, talking and gesturing. Here, we present a model for controlling three agents in an example of such a situation: a vigorous quarrel. The model combines a general steering behaviour for keeping the three agents in a triangular formation with a probabilistic two-level hierarchical state machine (hFSM) for unfolding the quarrel by means of changing parameters of the steering behaviour and issuing actions to the agents. The model has been implemented using UnrealEngine2Runtime on the example of a boy dating two girls at the same time who do not know about each other. The user can influence the course of the quarrel by changing attitudes among the agents. To create a list of the agents' actions and the hFSM, we video-taped about 40 episodes in which three actors improvised on the topic of the quarrel, and we manually annotated the videos. The evaluation with 67 human participants indicates that the model produces outcomes comprehensible and believable even for persons with limited previous experience with 3D graphics. On a more general level, this paper suggests that augmenting steering behaviours by a nontrivial higher-level controller is a feasible approach to modelling behaviour of 3D agents interacting in small groups in a complex way and presents a possible workflow for developing scenes featuring such agents.

2016

One of the challenges in designing storytelling systems is the evaluation of resulting narratives. As the story space is usually extremely large even for very short stories, it is often unfeasible to evaluate every story generated in the...more
One of the challenges in designing storytelling systems is the evaluation of resulting narratives. As the story space is usually extremely large even for very short stories, it is often unfeasible to evaluate every story generated in the system by hand. To help the system designers to maintain control over the generated stories a general method for semi-automatic evaluation of narrative systems based on clustering of similar stories has been proposed. In this paper we report on further progress in this endeavor. We added new distance metrics and evaluated them on the same domain with additional data. We have also successfully applied the method to a very different domain. Further, we made first steps towards automatic story space exploration with a random user. 12

2016

Interactive storytelling systems are capable of producing many variants of stories. A major challenge in designing storytelling systems is the evaluation of the resulting narrative. Ideally every variant of the resulting story should be...more
Interactive storytelling systems are capable of producing many variants of stories. A major challenge in designing storytelling systems is the evaluation of the resulting narrative. Ideally every variant of the resulting story should be seen and evaluated, but due to combinatorial explosion of the story space, this is unfeasible in all but the smallest domains. However, the system designer still needs to have control over the generated stories and his input cannot be replaced by a computer. In this paper we propose a general methodology for semi-automatic evaluation of narrative systems based on tension curve extraction and clustering of similar stories. Our preliminary results indicate that a straightforward approach works well in simple scenarios, but for complex story spaces further improvements are necessary.

2016

As part of our broader initiative on promoting the education in the field of IVA control mechanisms at high schools and universities, we have created a micro-game Cinema Date, which introduces students challenges posed by controlling 3D...more
As part of our broader initiative on promoting the education in the field of IVA control mechanisms at high schools and universities, we have created a micro-game Cinema Date, which introduces students challenges posed by controlling 3D virtual characters and expressing their emotional state. The game features two virtual teenagers dating on their way to the cinema. The player can influence the course of the date by influencing behavior of the boy. Existing IVA architectures did not satisfy our requirements on the architecture being reasonably simple, yet capturing affect-modulated behavior, transition behavior and future-directed intentions. Here, we present the game, focusing on the minimalist control architecture of its main characters.

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