Nicolas Szilas

Nicolas Szilas
University of Geneva | UNIGE · Technologies of Formation and Training Unit (TECFA)

PhD

About

102
Publications
16,844
Reads
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1,121
Citations
Introduction
Nicolas Szilas currently works at the Technologies of Formation and Training Unit (TECFA), University of Geneva. Nicolas does research in Artificial Intelligence, Computing in Social science, Arts and Humanities and Human-computer Interaction. In particular, he has build several Interactive Drama systems and released Nothing For Dinner (http://nothingfordinner.org).
Additional affiliations
March 2006 - present
University of Geneva
Position
  • Associate Professor (MER)
January 2005 - December 2005
Macquarie University
Position
  • PostDoc Position

Publications

Publications (102)
Chapter
Split screen is a cinematographic device in which the screen is divided into sub-sections representing different views. It is used only occasionally in films and narrative games, as it may be confusing and disrupts immersion. In this article, we propose to use split screen for learning purposes, and describe a fully implemented serious game based o...
Chapter
The field of Interactive Digital Narration (IDN) is inherently interdisciplinary—since its inception, it has struggled to unite artistic and technical expertise. In this chapter, therefore, we reflect on the extent to which the interdisciplinarity at play in IDN is specific to the field and the implications this has for authoring research. To this...
Chapter
The boundary between non-interactive and interactive narrative is a central focus in the debates regarding interactive media and narrative. Another boundary is highlighted in this article when interactivity is such that the audience lives the story offered to them. To represent this new boundary, we introduced a third narrative mode, in addition to...
Chapter
Starting from the observation that a cognitive distance prevents human beings from taking the measure of the current climate crisis and adopting adequate behaviors, this article asks the question to what extent a narrative approach could help to reduce it. First, it proposes a narratological analysis of some of the scenarios of the future of the wo...
Article
Full-text available
Narratological studies dealing with the story itself, the fabula, have become increasingly scarce in recent years, particularly the models describing the categories of action at work in the narrative. By taking up the classic narratological models, we extract the concept of narrative act, "action on an action", as a fundamental element of narrative...
Article
Full-text available
From a use case concerning a master level course on pedagogical video games, this article describes how Project-Based Learning uses Internet-based services. Initially, Information services have been mostly used to facilitate communication between the students and the teacher, and to provide support in the project management. More recently, Internet...
Article
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IDtension is an Interactive Drama project initiated 10 years ago. It provides long term solutions to the problem of combining narrativity and interactivity. The demo consists of a playable text-based interactive drama called "The Mutiny". The user is given many possibilities of meaningful narrative actions (around 100 in the middle of the story), w...
Conference Paper
Full-text available
Alzheimer Care Trainer (ACT) is an interactive narrative simulation for caregivers of patients with Alzheimer’s disease. It aims to support family caregivers by letting them practice difficult situations of daily life in a training environment. In order to ensure its accessibility to its target audience, which may be unfamiliar with new technologie...
Article
Full-text available
Cet article expose la transposition en modalité à distance d’une activité de prototypage papier pour la conception de jeux vidéo se déroulant initialement en présentiel dans le cadre d’un cursus hybride. Le passage dans l’urgence au format numérique de cette activité nous a amenés à médiatiser la collaboration tangible et présentielle vers la modal...
Article
Background: Family caregivers of people with Alzheimer's disease are the most important support in concrete personal and economic terms. Family dynamics play a fundamental role in the provision of informal caregiving benefits. Objective: This review aims to identify factors related to the family caregiving of relatives with Alzheimer's disease,...
Article
In this article, we introduce the concept of narrative act which denotes a meta-action—an action on an action—that contributes to the narrative sequence. Narrative acts have been often described in narrative theories, in particular within structuralism, but never systematically studied. Examples of narrative acts include Ask, Order, or Forbid. More...
Chapter
This article reports a study with the purpose of analyzing the Interactive Narrative Experience under different levels of interactivity: a “classic” Interactive Narrative constructed with a branching story structure, and a “generative” Interactive Narrative built on a narrative engine that integrates techniques of Artificial Intelligence. Three ele...
Chapter
Full-text available
This work aims at capitalizing advances in the field of Process Mining applied to the domain of Interactive Digital Narratives (IDN), towards the understanding of user engagement, particularly, spotting when and what happened when engagement dropped. An online IDN system was adapted to implement an engagement sampling protocol, probing 74 users for...
Conference Paper
In the context of assisting informal caregivers of Alzheimer Disease patients, this article presents the design and preliminary implementation of a serious game in which two agents -a user-controlled caregiver and a virtual patient- communicate via specifically-designed dialog acts, reflecting both pedagogically appropriate and inappropriate behavi...
Conference Paper
Full-text available
DEAPEL est un dispositif de réalité augmentée spatiale visant à soutenir la compréhension conceptuelle des phénomènes de champs électriques et magnétiques. Nous présentons ici un cadre théorique liant l'étude de la réalité augmentée aux recherches en apprentissage multimédia, changement conceptuel et didactique des sciences ainsi que ses implicatio...
Chapter
This article approaches the question of choice in interactive narratives and presents a multidimensional classification model based on a selection and characterization of 31 existing works. The methodology for establishing such a classification is detailed, which considers composing elements, functions, aesthetic considerations, and mechanics for c...
Chapter
Authoring for Interactive Digital Storytelling (IDS) requires reasoning in formal paradigms which has proven to be a difficult task. One of such paradigms is the narrative act, understood as “actions on actions”. We compiled a catalog of narrative acts and made it publicly available as an online interactive visualization tool. A preliminary evaluat...
Chapter
The central notion of conflict in drama is well-acknowledged but not properly formalized. Computational models of conflict tend to target one specific type of conflict and consequently lose the global point of view on the story. Using a model of dramatic structure, this article specifies a number of conflict types within a unified model and propose...
Chapter
This paper discusses the benefits, limits and specificities of communication modalities in online video games and proposes a corresponding taxonomy. This taxonomy could serve as a guideline for game designers who want to integrate communication into the game mechanics.
Chapter
Interactive Digital Storytelling (IDS) enables users to influence the unfolding of a story at the plot level using Artificial Intelligence techniques for generating and balancing narrative paths on the fly. Despite their promise, most IDS systems are still unable to consistently deliver engaging user experiences. To further understand the character...
Conference Paper
Full-text available
In the context of the Carezheimer project, the authors propose to personalize a narrative simulation to improve daily living abilities of people caring for relative with Alzheimer's disease. This personalization engages learners in a story offering adapted action possibilities. In this paper, after a brief description and definition of personalizat...
Article
Introduction To compare online learning tools, looped, branch serious game (SG) and linear text-based scenario (TBS), among a sample of Belgian and Swiss pharmacy students. Methods Open randomized controlled study. The lesson was based on the case of a benign cough in a healthy child. A randomized sample of 117 students: only the Swiss students ha...
Conference Paper
Nous positionnons ici la RA, non en tant que technologie mais en tant que concept permettant la superposition spatiale et temporelle de représentations multiples dans un contexte sémantiquement lié. La superposition sémantique d'un espace physique et numérique est une caractéristique IHM unique de la RA que nous pouvons exploiter pour concevoir des...
Article
Full-text available
RÉSUMÉ • Nous avons développé un jeu vidéo pour l'apprentissage de l'algèbre élémentaire, à partir duquel nous étudions comment la motivation à apprendre et à s'engager dans l'activité est liée à la qualité de l'expérience et à l'aisance dans le jeu. Nous avons mis en évidence différents profils d'élèves à partir d'une méthode de classification. No...
Conference Paper
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Les travaux de recherche menés dans le domaine des environnements virtuels pour l'apprentissage humain permettent aujourd'hui d'envisager leur utilisation à des fins d'entraînement à la prise de décision en situation critique. Le problème de ce type d'application est qu'il nécessite pour les concepteurs et les programmeurs un travail d'écriture lou...
Article
Nous avons développé un jeu vidéo pour l’apprentissage de l’algèbre élémentaire, à partir duquel nous étudions comment la motivation à apprendre et à s’engager dans l’activité est liée à la qualité de l’expérience et à l’aisance dans le jeu. Nous avons mis en évidence différents profils d’élèves à partir d’une méthode de classification. Nous montro...
Article
Nous nous intéressons au soutien psychologique d’adolescents dont l’un des parents a été victime d’un traumatisme crânien. Nous proposons d’aider ces jeunes à acquérir certaines compétences sociales utiles dans leur quotidien à l’aide d’une simulation narrative, une solution innovante qui met l’apprenant dans une situation crédible et l’implique da...
Conference Paper
Dramatic situations have long been studied in Drama Studies since they characterize tension and interestingness in a plot. In the field of Interactive Digital Storytelling (IDS), integrating knowledge about dramatic situations is of great relevance in order to design improved systems that dynamically generate more narratively-relevant events. Howev...
Conference Paper
Full-text available
This work in progress paper presents a story-based approach in a simulation-based learning environment in the context of crisis management. We offer a reflexive approach to learning for adults based on the uchronia. Our game design UCHRONIE offers two phases of simulation. During the scenario, the learner will explore several possible worlds. Durin...
Conference Paper
Varying learning activities beyond existing LMS’s can improve the learning experience [1]. However, managing student interactions and productions across multiple platforms can be very time consuming. This contribution proposes a novel approach to monitor student productions on varied online platforms, such as social networks, Wiki pages, Google Doc...
Article
The concept of dramatic situation is important in dramaturgy and narratology. In the domain of story generation and interactive digital storytelling, this concept is particularly powerful in creating meaningful story variations from a single core model. Nevertheless, dramatic situations and the related notion of deep narrative structures have been...
Poster
Full-text available
Background and Objective: Serious games (SG) in pharmacy education aim to actively teach students through forcing them to make decisions close to “real life” situations in a protected environment. However, the development of such games requires significant investment compared to other self-directed learning tools. This study aimed to explore the po...
Poster
Full-text available
Background and Objective: Serious games (SG) in pharmacy education aim to actively teach students by forcing them to make decisions closed to “real life” situations in a protected environment. However, the development of such games requires significant time, money and staff investment compared to other self-directed learning tools. This study aimed...
Article
Full-text available
This article focuses on highly interactive narrative, an emerging genre which has concentrated advanced research in computing since the early nineties. The goal of these researches — if not their “Grail” — is to produce narratives in which the audience determines by their actions the course of events in the story. Much has been written regarding th...
Article
Full-text available
This paper presents a system that generates cinematic replays for dialogue-based 3D video games. The system exploits the narrative and geometric information present in these games and automatically computes camera framings and edits to build a coherent cinematic replay of the gaming session. We propose a novel importance-driven approach to cinemati...
Conference Paper
Full-text available
This paper describes, implements and assesses a series of user-log indicators for automatic interactive narrative evaluation. The indicators include length and duration, diversity, renewal, choice range, choice frequency, and choice variety. Based on a laboratory experiment with players, a significant positive correlation has been observed between...
Conference Paper
Full-text available
Story generation (including interactive narrative) consists of creating a narrative experience on computer by generating narrative events. It requires building an abstract computational model that can generate a variety of narrative events from a limited set of authored content. These models implement a story logic, as they formalize the occurrence...
Article
Full-text available
Cet article traite de la co-construction de la croyance mise en jeu par le récit interactif, dans lequel l'utilisateur exerce une influence sur le cours de l'histoire. Les questions de répartition des pouvoirs dans ce type d'écriture et de lecture seront discutées en détail, selon le type d'œuvre envisagée.
Article
Full-text available
Brief statement: Nicolas Szilas is a doctor in Cognitive Science who has been researching in interactive narrative for the last 15 years. He is the creator of IDtension, a system for Interactive Drama, based on computational models of narrative. Since 2006, he is working on games and interactive narrative for learning. He is particularly interested...
Article
Full-text available
One of the approaches to generate narrative consists in modeling narrative in terms of a deep structure, as introduced by narrative theories in the middle of the 20th century. This papers revisits this computational approach, and raises the central issue of dramatic tension: Would it be possible to build a computational model of dramatic tension, w...
Conference Paper
Full-text available
This paper describes the current state of a pedagogical immersive 3D story TBI-SIM and the changes that have been made to it. The system is a narrative simulation in a fully immersive 3D world in which the user controls a character that can interact with non-player characters (NPCs). The users achieve goals and make decisions that have an impact on...
Conference Paper
Full-text available
Computer-based highly interactive drama involves different authoring approaches, compared to linear media. Underlying design principles needs to be understood in order to guide the authoring process, to teach authors and to design better systems. This paper identifies a fundamental design principle termed Structural Writing that underlies some of t...
Article
Full-text available
Simulations of social situations have great potential to be applied to many of the social problems that we find in society and organisations. Social simulations can do more than provide experience and transfer current best practice; they may be used to transform current social realities. As many educationalists, organizations and researchers are fi...
Article
Based on previous research conducted concerning eTandem or telecollaboration Foreign Language education, especially a detailed analysis of the "failed" experiences of related courses, an original pedagogical design of an eTandem course is proposed. This smallscale pilot design-based research project involved 6 students from two very different langu...
Article
Full-text available
In the context of "serious games", this article aims to lay the foundations for a narrative and cognitive writing by using “metalepsis” to deliver more effectively certain pedagogical comments. Following an introduction on the concept of narrative metalepsis, the article describes theoretically its possible roles in learning, which is based first o...
Conference Paper
Full-text available
This paper takes a look at narrative forms as of yet unexplored in the field of digital interactive storytelling, and proposes methods for how they can be used in engaging ways for the user. Digital Interactive Storytelling, while nearly two decades old as a field of research, has yet to produce a tool capable of producing masses of narratively int...
Conference Paper
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This article introduces OPARIS, an OPen ARchitecture for Interactive Storytelling, which aims at facilitating and fostering the integration of various and heterogeneous Interactive Storytelling components. It is based on a modular decomposition of functionalities and a specification of the various messages that different modules exchange with each...
Conference Paper
The Interactive Digital Storytelling (IDS) field has produced numerous research prototypes over the last years. These prototypes cover several different technological domains, including: drama management; human-computer interaction; language understanding and generation; behavioural modelling; 3D rendering, modelling and animation. Research in the...
Conference Paper
Full-text available
This paper presents a demonstration of a pedagogical highly interactive drama, which provides the user with many choices on the course of the narrative, by controlling a character in an immersive 3D story.
Article
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Quel est le moment le plus approprié pour susciter l'émergence d'une prise de conscience du contenu d'apprentissage dans le cadre de l'utilisation d'un jeu pédagogique ? Peut-on préserver l'engagement et l'immersion des joueurs et en même temps amener les apprenants à une réflexion sur leurs apprentissages ? Dans le cadre de cette étude, un jeu de...
Article
Full-text available
Traumatic brain injury (TBI) is a leading cause of long-term disability and death worldwide. This article describes an ongoing research project to design, develop, and evaluate interactive learning simulations that integrate educational materials for uninjured teenagers who have a parent with a TBI. By immersing players in an interactive environmen...
Conference Paper
In the IRIS network of excellence [1], one work package ("Authoring Tools and Creation Methods") has been tackling accessibility issues of highly-interactive and generative Interactive Storytelling (IS) systems for story creators. While one problem is a current lack of well-designed tools, which needs improvement, the other side of the medal is tha...
Conference Paper
The last 10 years of research in the domain of Interactive Digital Storytelling have led to several advanced systems [1], often based on Artificial Intelligence, which have been demonstrated on stories usually created by the systems’ inventors themselves. To leverage the potential of these systems and to create more and particularly more compelling...
Conference Paper
Traumatic brain injury (TBI) is a leading cause of disability and has a devastating impact on all family members. The goal of our project is to design, develop, and evaluate a pedagogical interactive drama to support uninjured youths aged 12 to 19 years who have a parent or sibling with a TBI. We used IDtension, a highly interactive drama engine, t...
Article
The aim of this paper is to revisit the fundamental requirements for bulding computational models for Interactive Narrative. We express the need for broader computational models of narrative and underline the fundamental difference between models for story generation and models for Interactive Narrative. Research directions are finally sketched to...
Conference Paper
The ICIDS 2009 post-conference workshop on authoring methods and conception takes up open issues that were identified at previous conference workshops on authoring. The emphasis is on the abstraction processes that are involved when interactive story ideas are adapted to certain IS systems.
Conference Paper
Full-text available
Authoring is still considered a bottleneck in successful Interactive Storytelling and Drama. The claim for intuitive authoring tools is high, especially for tools that allow storytellers and artists to define dynamic content that can be run with an AI-based story engine. We explored two concrete authoring processes in depth, using various Interacti...
Conference Paper
Full-text available
In this paper we investigate a new way to represent the narrative structure in interactive drama models. It consists in explicitly defining generic links between actions, rather than relying on states, as it is the case for other interactive narrative approaches. This new approach is especially promising in terms of authoring.
Conference Paper
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This papers presents Edushare, a web-based learning environment that has been designed for cognitive remediation applied to autistic children. While existing learning platforms integrate various services in a web-based environment, they meet limitation where specific software must be integrated. Their role is then mostly confined to hosting the ext...
Conference Paper
Full-text available
Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment. European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a unique opportunity to strengthen its position even...
Conference Paper
Full-text available
Having found it difficult for authors to be creative with current interactive drama systems, we propose an alternative author-centered approach allowing authors of nonlinear media to express themselves easily and smoothly. At the level of character animation, a bottleneck in Interactive Drama, our idea is to build authoring tools and author-centere...
Conference Paper
Full-text available
Mutiny is a piece of entertainment developed with IDtension, an Interactive Drama project initiated 10 years ago [1]. It is a major attempt to provide the user with a deep influence on the story, while maintaining some narrative quality.
Conference Paper
We present in this paper a framework for interactive narrative authoring. This framework is based on a generalized notion of section that we name hypersection. We present a graphical editor and discuss reader softwares for interactive narratives based on hypersections.
Conference Paper
Full-text available
Book
This book constitutes the refereed proceedings of the First Joint International Conference on Interactive Digital Storytelling, ICIDS 2008, held in Erfurt, Germany, in November 2008. The 19 revised full papers, 5 revised short papers, and 5 poster papers presented together with 3 invited lectures and 8 demo papers were carefully reviewed and select...
Conference Paper
Full-text available
Virtual agents, to be expressive, not only need algorithms for displaying the subtleties of human behaviour, but also require environments and tools so that people can author them. Because powerful algorithms are sometimes difficult to author, a compromise has to be found between algorithmic sophistication and authorability. Our approach for provid...
Article
Full-text available
One goal of interactive narrative and drama is to create an experience while utilizing the computer where the user is one main character in the story. This goal raises a set of practical and theoretical challenges to artificial intelligence. In particular, an intelligent narrator has to dynamically maintain a satisfactory storyline and adapt to the...
Article
Full-text available
Interactive fiction and adventure video games are narrative genres which provide the player with the option of acting as the main character of the story. However these genres do not fully match the expectations of their authors and readers because the player cannot deeply affect the storyline. This article describes a system integrating highly inte...
Article
Full-text available
Simulations offer a safe, repeatable and controlled way of providing training to humans and for evaluating the value of the training. This paper describes a simulation system that we are developing for the purposes of training customs officers to identify risk situations. The work brings together research from virtual environments; narrative intell...
Article
Full-text available
The purpose of this chapter is to discuss the use of multi-agent systems to develop virtual reality training systems. We first review these systems and then investigate the architectures used. We demonstrate an example of our own (RiskMan) and then discuss the advantages and drawbacks of using multi-agent agent approaches in the development of virt...
Conference Paper
We are interested in using game technology to provide an engaging and immersive environment for experiential learning of workplace situations. Narrative intelligence will be used to provide the adventure. For authoring we provide an adaptive interface that allows the direct capture of the workplace situations and the knowledge driving the interacti...
Conference Paper
Full-text available
In this paper, we describe a controlled interface for Interactive Drama, PastMaster@Storytelling. PastMaster is used for interacting with an Interactive Drama engine. The paper discusses the test results regarding the usability of the interface.
Conference Paper
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This paper describes how conversational expressive agents can be used in the context of Interactive Drama. This integration requires some auto­ matic tagging of the generated text, according to the current dramatic situation. Experimental results of the implemented prototype are presented.
Article
Full-text available
Interactive Drama is the ultimate challenge of digital entertainment. In this paper, from our seven year experience in Interactive Drama, we try to shape the history of the field and envision what will be (or should be) the future of this history. Two main directions in particular are stressed, because we feel that the success of Interactive Drama...
Conference Paper
Full-text available
Our research on Interactive Drama aims at conciliating interaction and story at the deepest level, the level of action. From a given story representation formalism, a set of elementary narrative structures is derived in order to capture the minimal requirements for providing a narrative and interactive experience to a user. Some of these structures...
Conference Paper
Full-text available
Achieving a successful Interactive Drama where the user can act as a character in the story requires not only finding an algorithmic solution for combining interactivity and narrativity, but also interfacing those algorithms with the user. This paper focuses on the way in which the user can choose the actions of the character. Three specific issues...
Conference Paper
Full-text available
Authoring non linear narratives is a difficult and challenging issue. In this paper we focus on the process of authoring with the IDtension system, an interactive drama system designed by one of the authors. We report an experiment of realizing a real-size scenario and start from this point to think about nonlinear narratives and the possibilities...
Article
Full-text available
We are designing computer programs for Interactive Drama, where the audience can act to modify the story while the computer responds to these acts and maintains the narrative nature of the experience. Such computer based Interactive Drama requires narrative models able to both simulate the narrative on a deep level, and allow the user to interact w...
Article
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The limits of current forms of interactive drama have been now clearly identified: - interactive character based stories are poorly interactive, the plot remaining nearly linear
Article
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This study aims to design a new kind of interactive drama, where the user interacts in depth with the course of the narrative, while the dramatic intensity is retained. Based on various theoretical sources on narrative and drama, a model is put forward. This model is used to build a computer system of interactive drama. Introduction Definitions For...
Article
This paper presents an original link between neural networks theory and mechanical modeling networks. The problem is to find the parameters characterizing mechanical structures in order to reproduce given mechanical behaviors. Replacing “neural” units with mechanically based units and applying classical learning algorithms dedicated to supervised d...
Article
Clark & Thornton present the well-established principle that recoding inputs can make learning easier. A useful goal would be to make such recoding automatic. We discuss some ways in which incrementality and transfer in connectionist networks could attain this goal.
Article
L'utilisation classique des réseaux connexionnistes, qu'il s'agisse de modélisation ou d'ingénierie, concerne l'apprentissage d'une et une seule tâche. Apprendre dans le temps, c'est au contraire considérer une succession temporelle de tâches auxquelles le réseau est confronté. Nous tentons de montrer l'importance de cette temporalité à grande éche...
Article
Full-text available
In this paper is proposed an analysis method for Physical Model networks, based on connectionist learning algorithms. The first experimental results, obtained on limited cases, are quite encouraging and suggest some improvements, using the interactivity of Physical Models. 1 From synthesis to analysis Synthesis and analysis form a pair of two symme...
Article
Full-text available
Issus d'une analogie avec les réseaux de neurones biologiques du cerveau, les réseaux récurrents sont utilisés pour modéliser des comportements dynamiques complexes et pour reproduire - apprendre - ces comportements. Les propriétés adaptatives de ces réseaux peuvent être exploitées par les réseaux de modélisation physique de phénomènes vibratoires...
Article
Full-text available
Issus d'une analogie avec les réseaux de neurones biologiques du cerveau, les réseaux récurrents sont utilisés pour modéliser des comportements dynamiques complexes et pour reproduire - apprendre - ces comportements. Les propriétés adaptatives de ces réseaux peuvent être exploitées par les réseaux de modélisation physique de phénomènes vibratoires...