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Concept and construction of an interactive folktale system

Published: 19 September 2007 Publication History

Abstract

In this paper as one example of a new edutainment system, we propose an "Interactive Folktale System", which makes it possible for people, especially children, to enjoy folktales in various ways. They can appreciate the generation of original tales and variations. Also they can interact with the story by communicating with its characters or by playing one of the characters. Moreover, they can easily create a new folktale by changing the original story or by describing a new story.

References

[1]
Swartout, W. et al., Toward the Holodeck: Integrating Graphics, Sound, Character and Story. Proceedings of the Autonomous Agents 2001 Conference, 2001
[2]
Mateas, M. and Stern, A., Socially Intelligent Agents: The Human in the Loop. AAAI Fall Symposium, 2000.
[3]
Young, R. M., Creating Interactive Narrative Structures: The Potential for AI Approaches. AAAI Spring Symposium in Artificial Intelligence and Interactive Entertainment, AAAI Press, 2000
[4]
Charles, F. and Cavazza, M., Exploring Scalability of Character-based Storytelling. Proceedings of ACM AAMAS'04, 2004.
[5]
Miyazaki, K., Nagai, Y., Bosser, A. G., Nakatsu, R., Architecture of an Authoring System to Support the Creation of Interactive Contents. Entertainment Computing -- ICEC2006, Springer LNCS 4161, pp.165--174, 2006.
[6]
Prop, V., Morphology of the Folktale. University of Texas Press, 1968.

Cited By

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  • (2008)Analysis of Japanese folktales for the purpose of story generationProceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts10.1145/1413634.1413707(415-419)Online publication date: 10-Sep-2008
  • (2008)A case study of developing game edutainmentProceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts10.1145/1413634.1413650(58-61)Online publication date: 10-Sep-2008
  • (2008)Analysis of Japanese folktales for the purpose of story generation2008 First IEEE International Conference on Ubi-Media Computing10.1109/UMEDIA.2008.4570933(447-452)Online publication date: Jul-2008

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cover image ACM Conferences
DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
September 2007
212 pages
ISBN:9781595937087
DOI:10.1145/1306813
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 September 2007

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Author Tags

  1. authoring system
  2. e-learning
  3. story generation
  4. storytelling

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Overall Acceptance Rate 59 of 77 submissions, 77%

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Cited By

View all
  • (2008)Analysis of Japanese folktales for the purpose of story generationProceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts10.1145/1413634.1413707(415-419)Online publication date: 10-Sep-2008
  • (2008)A case study of developing game edutainmentProceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts10.1145/1413634.1413650(58-61)Online publication date: 10-Sep-2008
  • (2008)Analysis of Japanese folktales for the purpose of story generation2008 First IEEE International Conference on Ubi-Media Computing10.1109/UMEDIA.2008.4570933(447-452)Online publication date: Jul-2008

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