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December 2019 - present
April 2017 - November 2019
Publications
Publications (90)
This paper presents the development and implementation of an API (Application Programming Interface) ecosystem designed to support the creation of assistive technologies for individuals with cognitive disabilities. Leveraging the principles of microservices and an API-centered approach, this ecosystem enhances collaboration among developers, reduce...
Every time an Interactive Storytelling (IS) system gets a player input, it is facing the world-update problem. Classical approaches to this problem consist in mapping that input to known preprogrammed actions, what can severely constrain the free will of the player. When the expected experience has a strong focus on improvisation , like in Role-pla...
Every time an Interactive Storytelling (IS) system gets a player input, it is facing the world-update problem. Classical approaches to this problem consist in mapping that input to known preprogrammed actions, what can severely constrain the free will of the player. When the expected experience has a strong focus on improvisation, like in Role-play...
The process of selecting subsets out of a sequence of events on the grounds that told together they constitute an interesting narrative-known as story sifting-has become a topic of interest due to its applicability in video games that automatically develop large scale simulations of story worlds. Existing approaches to story sifting operate by matc...
An important challenge when trying to find a story to tell about some set of events that has already happened is to identify the elements in that set of events that will make a story that moves the intended audience. One possible criterion is to consider events that involve significant changes in the emotional relations between the characters invol...
The character functions proposed by Vladimir Propp as abstraction of plot structure to understand Russian folk tales have been popular as means of analysing narrative. Several efforts have been carried out to annotate narratives in this way manually or to apply machine learning techniques over texts previously annotated with syntactic and semantic...
In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an Interactive Storytelling and Natural Language Processing perspective. Following those challenges we propose three test c...
In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an Interactive Storytelling and Natural Language Processing perspective. Following those challenges we propose three test c...
The task of selecting a subset of story-worthy events from out of an observed collection of facts-known as story sifting-is a useful human ability that has yet to be emulated successfully by computational processes. The emergence of Large Language Models (LLMs) has made it necessary to rethink the way of carrying out many tasks that were previously...
Many of the stories we are exposed to are built from small schemas of connected events involving a set of characters–boy meets girl leads to a relationship or crime leads to revenge. The present paper proposes an evolutionary solution to the task of putting together a story by combining a set of such schemas. This approach presents three challenges...
Purpose: Many of the stories we are exposed to are built from small patterns of connected events involving a set of characters -- boy meets girl leads to a relationship or crime leads to revenge. The present paper studies the computational constraints that apply to the task of putting together a story by combining a set of such patterns. This appro...
Although the narrative structure of common entertainment products like Hollywood movies or TV series is generally composed of a number of different plot lines combined into a single narrative discourse, efforts on computational modeling of story generation have to this point focused mostly on the construction of stories with a single plot line. The...
Recent interest in story generators capable of combining more than on plot line into an elaborate story have been handicapped by the lack of either theoretical material or quantitative metrics to ascertain the quality of outputs of such attempts. The present short paper postulates a set of metrics designed to capture some of the insights elaborated...
Communication is a basic need for every person. However, there are many people who present disabilities that prevent communication through natural language. Augmentative and Alternative Communication (AAC) systems, including those based on pictograms, attempt to facilitate the communication for people with this kind of difficulties. In this paper w...
Many of the stories at the core of narrative entertainment involve a number of plot lines that combine to give them interest.
The present paper sets out to solve the problem of how several different plot lines, each one of them complete in its own sense, can be combined into a single linear sequence that works reasonably well as a plot. Starting fr...
Ludwig van Beethoven composed his symphonies between 1799 and 1825, when he was writing his Tenth symphony. As we dispose of a great amount of data belonging to his work, the purpose of this paper is to investigate the possibility of extracting patterns on his compositional model from symbolic data and generate what would have been his last symphon...
The design and development of computer assistive technologies must be tied to the needs and goals of end users and must take into account their capabilities and preferences. In this paper, we present MeDeC@, a Methodology for the Development of Computer Assistive Technologies for people with Autism Spectrum Disorders (ASD), which relies heavily in...
This paper describes the earliest stage of our work on generating dialogues for stories. It aims to develop an algorithm that allows us to create short character-to-character dialogues in Spanish and in controlled contexts. For this dialogue generation, a system based on RiveScript templates has been designed. The main goal is to generate brief que...
Computational Creativity [CC] is a multidisciplinary research field, studying how to engineer software that exhibits behavior which would reasonably be deemed creative. This article shows how composition of software solutions in this field can effectively be supported through a CC infrastructure that supports user-friendly development of CC softwar...
Narrative generation, understood as the task of constructing computational models of the way in which humans build stories, has been shown to involve a number of separate processes, related to different purposes to which it can be applied, and focusing on specific features that make stories valuable. The present paper reviews a set of story generat...
This paper addresses the task of generating descriptions of people for an observer that is moving within a scene. As the observer moves, the descriptions of the people around him also change. A referring expression generation algorithm adapted to this task needs to continuously monitor the changes in the field of view of the observer, his relative...
Automatic generation of linguistic artifacts is a problem that has been sporadically tackled over the years. The main goal of this paper is to explore how concept associations can be useful from a computational creativity point of view to generate some of these artifacts. We present an approach where finding associations between concepts that would...
Interactive storytelling systems have become very popular as they engage users in the creation of narrative. A fundamental challenge for such systems is that the user feel unconstrained in his exploration of the environment and yet retain for the author some control of what the user does. Traditional solutions address this challenge by means that p...
The present paper introduces INES (Interactive Narrative Emotional Storyteller), an instance of the Afanasyev story generation framework that rebuilds Charade, an agent-based storytelling system. The construction of INES pursues a double goal: to develop a more complete version of Charade, by including a plot generation stage; and to show the capab...
The present article focuses on detailing the characteristics
of Afanasyev, an architectural framework for the construction of
story generation systems through replaceable services. The basic idea
behind this approach is the development of a collaborative environment
for generating stories. This entails the inclusion of a common
representation model...
The present paper proposes a common representation model that allows the free exchange of knowledge between different story generation systems as a base for a collaborative environment to run an enhanced process of literary creation. In addition to this objective, this model aims at the development of a story representation formalism for creating a...
The basic idea behind this paper is the development of a collaborative environment for generating stories. Hence, the authors put forward an architectural model for knowledge interchange between story generation systems, namely Propper, STella and Charade, in the interest of enhancing the interoperability and fostering the co-creation process. For...
The present paper proposes an architectural model for knowledge interchange between story generation systems in the interest of enhancing the interoperability and fostering the co-creation process. The selected architectural approach is the microservices model, because it provides a very convenient way for structuring the functional responsibilitie...
Describing people and characters can be very useful in different contexts, such as computational narrative or image description for the visually impaired. However, a review of the existing literature shows that the automatic generation of people descriptions has not received much attention. Our work focuses on the description of people in snapshots...
Interactive storytelling systems have become very popular as they engage users in the creation of narrative. In order to explore a co-creation process where the final result is narrated while the user is playing, we have designed an interactive storytelling system that is able to generate a narration in real time while giving the user the possibili...
Storytelling systems are computational systems designed to tell stories. Every story generation system defines its specific knowledge representation for supporting the storytelling process. Thus, there is a shared need amongst all the systems: the knowledge must be expressed unambiguously to avoid inconsistencies. However, when trying to make a com...
Story generation is a long standing goal of Artificial Intelligence. At first glance, there is a noticeable lack of homogeneity in the way in which existing story generation systems represent their knowledge, but there is a common need: their basic knowledge must be expressed unambiguously to avoid inconsistencies. A suitable solution could be the...
Figurative language is a fundamental characteristic of elaborate forms of linguistic communication. We currently have very poor models of how figurative language may be constructed in computational terms. The overall aim is to identify possible regularities, intuitions or heuristics that may at a later stage be employed to drive a text generator th...
In knowledge bases where concepts have associated properties, there is a large amount of comparative information that is implicitly encoded in the values of the properties these concepts share. Although there have been previous approaches to generating riddles, none of them seem to take advantage of structured information stored in knowledge bases...
Interactive narrative generation in 3D environments can benefit from the fact that a lot of information is implicitly and explicitly available in the environment to generate perspective based descriptions of people and objects that change according to the user's point of view, a problem that has not been addressed in general in the field of referri...
In the book The Thirty-Six Dramatic Situations [4] Polti explores the assertion made by Gozzi (author of Turandot) saying that there can only be thirty-six tragic situations. At the end of the book, he begins his conclusions by saying that, to obtain the nuances of the situations , the first thing he did was to " enumerate the ties of friendship or...
One of the aspects that is used to keep the reader's interest in a story is the network of relationships among the characters that take part in that story. We can model the relationship between two characters using their mutual affinities, which allow us to define which interactions are possible between two characters. In this paper we present a mo...
En Psicología, para obtener evidencias sobre validez de constructo mediante Análisis Factorial Confirmatorio es habitual trabajar con variables ordinales que presentan asimetría. En este estudio de simulación se analiza el comportamiento del método de Mínimos Cuadrados no Ponderados (ULS) en escalas tipo Likert con base en los índices χ2 de razón d...
In order to obtain evidences about construct validity through Confirmatory Factor Analysis in Social Sciences, working with skewed ordinal variables has been usual. In this simulation study the performance of Unweighted Least Squares (ULS) method in Likert scales according to Likelihood Ratio Test (C2) and RMSEA indices is analysed through Type I e...
Interactive art courses usually require a huge amount of computational resources to run in real time. These computational demands can significantly grow whenever the application is designed to run within a Virtual Environment. This paper studies the viability of combining two previously developed approaches: a Collaborative Awareness Model for Task...
Una de las últimas tendencias en la aplicación de la informática a la educación se encuentra en la utilización de Entornos Virtuales tridimensionales en los que los estudiantes pueden actuar como si se encontrasen en un entorno real. La combinación de estos entornos con aplicaciones que proporcionan tutoría inteligente para la práctica de actividad...
The Fourth International Workshop on Agents and Web Services Merging in Distributed Environments (AWeSOMe 2008) was held in
conjunction with the OnTheMove Federated Conferences (OTM 2008) in Monterrey, Mexico, in November 2008. AWeSOMe is an interdisciplinary
workshop focusing on research and applications combining Web services, ontologies and agen...
The use of agents is spreading as a means to develop different kinds of software systems, among which we can find Intelligent
Virtual Environments for Training. The agent community has already started to pay attention to software engineering issues
to develop agent-oriented systems, but they are mainly focused on methodologies and, to some extent,...
During the last years, intelligent virtual environments for training have become a quite popular application of computer science to education. However, little attention is being paid to software engineering issues, and most systems are developed in an ad-hoc way that does not allow the reuse of their components or an easy modification of the applic...
In this paper we present a generic model for human interaction in virtual environ-ments and the design of a software component that has been built according to this model for its use in the Maevif platform for Intelligent Virtual Environments for Education and Training. We present the motivations and the main objectives and we detail the key design...
Applying virtual reality (VR) in combination with intelligent tutoring systems (ITSs) is a promising approach to computer based learning and training. However, the classical structure of ITSs has not been conceived to deal with the new sources of information and interaction provided by VR environments. The resulting structures combining both techno...
Electronic bank transactions are very common today. Services given by an Automatic Teller Machine (ATM), for example, are very popular and widely used by bank clients. Unfortunately, in the same way as the use of these devices is increasing, the proliferation of different frauds to try to violate these systems to steal user’s money is also increasi...
The 3rd International Workshop on Agents and Web Services in Distributed Environments (AWeSOMe 2007) was held in conjunction
with the OnTheMove Federated Conferences (OTM 2007) in Vilamoura, Algarve, Portugal, in November 2007. AWeSOMe is an interdisciplinary
workshop focusing on research and applications combining Web services, ontologies and agen...
GPS-based applications have become very popular during the last years, specially among drivers, who use them to find the best
way to their destination. However, their use is still far from taking advantage of the wide range of possibilities that GPS
offers. The SIAPAS application goes one step further by adding new functionality to the typical GPS-...
The Second International Workshop on Agents, Web Services and Ontologies Merging (AWeSOMe’06) is held in conjunction with
the OnTheMove Federated Conferences (OTM’06) in Montpellier, France, 29th October 2006. AWeSOMe is an interdisciplinary workshop
focusing on research and applications combining web services, ontologies and agents leading to the...
We wish to extend a warm welcome to AWeSOMe’05, The First International Workshop on Agents, Web Services and Ontologies Merging. This workshop will be held in conjunction with the On The Move Federated Conferences and Workshops 2005 (OTM’05).
The current and future software needs are towards the development of large and complex Intelligent Networke...
During the last years, Intelligent Virtual Environments for Training have become a quite popular application of com-puter science to education, and are often used to allow stu-dents to experience situations that would be difficult, costly, or impossible in the real world. These systems involve very different technologies, ranging from computer grap...
In this paper we propose an architecture for the development of Intelligent Virtual Environments for Training, which is based on a col- lection of cooperative software agents. The first level of the architecture is an extension of the classical Intelligent Tutoring System architecture that adds to the expert, student, tutoring and communication mod...
During the last years, Intelligent Virtual Environments for Training have become a quite popular application of computer science
to education. These systems involve very different technologies, ranging from computer graphics to artificial intelligence.
However, little attention has been paid to software engineering issues, and most of these systems...
During the last years, Intelligent Virtual Environments for Training have become a quite popular application of computer science to education. These systems involve very different technologies, ranging from computer graphics to artificial intelligence. However, little attention has been paid to software engineering issues, and most of these systems...
This paper describes the software architecture that has been designed as a model for the application of Intelligent Virtual Environments to training activities. CORBA has been used as the middleware to integrate a graphical and interactive environment developed in OpenGL and Visual C++, with a cooperative multi-agent system developed on top of the...
This chapter proposes an architecture for the development of intelligent virtual environments for training (IVETs) which is based on a collection of cooperative software agents. The first level of the architecture is defined as an extension of the classical intelligent tutoring system architecture that adds a new world module. Several software agen...
Este artículo describe la arquitectura software que ha sido diseñada como modelo para la aplicación de Entornos Virtuales Inteligentes a actividades de entrenamiento. A través de CORBA, como middleware, se ha integrado un entorno gráfico interactivo, desarrollado en OpenGL y Visual C++, con un sistema multiagente cooperativo desarrollado sobre la p...
This chapter proposes an architecture for the development of intelligent virtual environments for training (IVETs) which is based on a collection of cooperative software agents. The first level of the architecture is defined as an extension of the classical intelligent tutoring system architecture that adds a new world module. Several software agen...
Educational Virtual Environments are gaining popularity as tools to enhance student learning. These environments are often used to allow students to experience situations that would be difficult, costly, or impossible in the physical world. At the Technical University of Madrid we have developed several applications to explore the use of intelligen...
Training is a promising application area of three dimensional virtual environments. These environments allow the students to navigate through and interact with a virtual representation of a real environment in which they have to learn to carry out a certain task. They are especially useful in situations where the real environment is not available f...
In this paper, we describe how we have integrated Steve, an intelligent tutor based on Soar, and HeSPI, a human simulation
tool for planning and simulating maintenance tasks in nuclear power plants. The objectives of this integration were to test
Steve’s flexibility to be used in different applications and environments and to extend HeSPI to use it...
This paper is focused on a special type of agent which provides us with the interesting feature of mobility in order to perform its tasks in different machines: mobile agents. We will show some of the current uses of mobile agents and we will suggest how we can use these agents along with Virtual Environments and Wireless Devices in order to open a...
In the field of agents, there are a wide variety of them, such as learning agents, planning agents or communicative agents. One of the youngest members in the family are mobile agents, which provide us with the interesting feature of mobility in order to perform their tasks in different machines. In this paper, we will see some of the current uses...
During the last few years, Virtual Environments (VE) have suffered a dramatic growth and improvement. The adoption of three-dimensional technologies have turned them into an appealing tool to be used in many fields. One of the fields that has adopted this new technology is education, where some ad- hoc solutions are being built for training in, for...
En el presente trabajo se presenta una aproximación al desarrollo de Entornos Virtuales mediante la utilización de un método de desarrollo orientado a objetos, concretamente el método definido por Craig Larman, basado en el Lenguaje Unificado de Modelado (UML)