Identifying annotations for adventure game generation from fiction text
- Berkland, Ross, Bangay, Shaun D
- Authors: Berkland, Ross , Bangay, Shaun D
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433366 , vital:72965 , https://doi.org/10.1145/1899503.1899506
- Description: Recent advancements in Text-to-Scene research have lead to the devel-opment of systems which automatically extract key concepts from the text of a fiction book and generate computer animated movies depicting the sto-ry. Extracting such annotations from raw fiction text is a laborious process and so in this work we evaluate appropriate candidates to serve as the basis for the required annotations for generating interactive virtual worlds. We val-idate our choice by generating adventure games: interactive virtual worlds which create a stylized representation of the environment described in the text, populate it with characters related to the story and define game goals related to the plot of the fiction story. Our prototype produces a fully playa-ble game, making use of an existing open-source game engine. The pro-cess is evaluated using user tests in which participants are asked to meas-ure the accuracy with which the game represents the events, characters and goals described in the story. The response indicates that the chosen an-notation set is sufficient to define a game that is a plausibly acceptable rep-resentation of the text.
- Full Text:
- Date Issued: 2010
- Authors: Berkland, Ross , Bangay, Shaun D
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433366 , vital:72965 , https://doi.org/10.1145/1899503.1899506
- Description: Recent advancements in Text-to-Scene research have lead to the devel-opment of systems which automatically extract key concepts from the text of a fiction book and generate computer animated movies depicting the sto-ry. Extracting such annotations from raw fiction text is a laborious process and so in this work we evaluate appropriate candidates to serve as the basis for the required annotations for generating interactive virtual worlds. We val-idate our choice by generating adventure games: interactive virtual worlds which create a stylized representation of the environment described in the text, populate it with characters related to the story and define game goals related to the plot of the fiction story. Our prototype produces a fully playa-ble game, making use of an existing open-source game engine. The pro-cess is evaluated using user tests in which participants are asked to meas-ure the accuracy with which the game represents the events, characters and goals described in the story. The response indicates that the chosen an-notation set is sufficient to define a game that is a plausibly acceptable rep-resentation of the text.
- Full Text:
- Date Issued: 2010
Minimum spanning trees for valley and ridge characterization in digital elevation maps
- Bangay, Shaun D, de Bruyn, David, Glass, Kevin R
- Authors: Bangay, Shaun D , de Bruyn, David , Glass, Kevin R
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433247 , vital:72955 , https://doi.org/10.1145/1811158.1811171
- Description: Texture synthesis employs neighbourhood matching to generate appropriate new content. Terrain synthesis has the added constraint that new content must be geographically plausible. The profile recognition and polygon breaking algorithm (PPA) [Chang et al. 1998] provides a robust mechanism for characterizing terrain as systems of valley and ridge lines in digital elevation maps. We exploit this to create a terrain characterization metric that is robust, efficient to compute and is sensitive to terrain properties.
- Full Text:
- Date Issued: 2010
- Authors: Bangay, Shaun D , de Bruyn, David , Glass, Kevin R
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433247 , vital:72955 , https://doi.org/10.1145/1811158.1811171
- Description: Texture synthesis employs neighbourhood matching to generate appropriate new content. Terrain synthesis has the added constraint that new content must be geographically plausible. The profile recognition and polygon breaking algorithm (PPA) [Chang et al. 1998] provides a robust mechanism for characterizing terrain as systems of valley and ridge lines in digital elevation maps. We exploit this to create a terrain characterization metric that is robust, efficient to compute and is sensitive to terrain properties.
- Full Text:
- Date Issued: 2010
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