
Ronan ChampagnatLa Rochelle Université · Laboratoire Informatique, Image et Interaction
Ronan Champagnat
HDR degree (Habilitation à Diriger des Recherches)
About
70
Publications
17,399
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501
Citations
Citations since 2017
Introduction
My current researches focus on:
- Process Mining to extract knowledge on learning paths;
- Control of Interactive Narrative Unfolding, by defining an architecture for the adaptation, the definition of a formal model and the validation of a scenario in the field of the educational games.
Additional affiliations
February 2000 - present
November 1995 - September 1999
Publications
Publications (70)
The basic objective of process mining is to discover, monitor, and improve process models by extracting knowledge from event logs using different techniques. In order to enhance the quality of process models, several works in literature used trace clustering, where a trace represents a sequence of events of the same process instance (user). In this...
In a lab work session, students may spend an inordinate amount of time attempting to correct simple errors, repeatedly revisiting and repeating the same errors due to the limited access to the tutor. Instructors, on the other hand, frequently find themselves explaining the same errors. This tool is designed to improve the educational environment in...
With the growing amount of digital publications,
digital libraries (DLs) attract a variety of users for diverse
tasks. A practical need to investigate how users interact with
digital library (DL) portals is greatly increasing. Modeling users’
interaction in DLs is interestingly required in order to optimize
the use of different DL functionalities a...
It has often been observed that there is a gap between designer-centered and user-centered applications for information systems. Digital libraries (DLs) are not far from this assumption. The decision-makers are almost reserved about their design regarding the actual users' interactions. In order to reduce this gap, it is necessary to model users' j...
Nowadays, Learning Management Systems (LMS) play an intrinsic role in education. They gather traces about the learner (course view, wiki view, quiz attempt, etc.) in event logs. These logs offer the opportunity to provide dashboards and analysis on learners. There are several techniques that analyze event logs for different purposes (adaptation, re...
In digital libraries, users have diverse ways to perform their research according to their objectives. In order to have access to target documents, users almost make sequences of activities that can be considered as processes. It would be useful to represent the behavior of users in their information seeking processes in order to have a global view...
Un système de recherche d’information est un ensemble de ressources et d’outils permettant
à des utilisateurs d’extraire des connaissances sur un ensemble de données. Dans de
tels systèmes, les utilisateurs peuvent mener leurs recherches de diverses manières en fonction
de leurs objectifs. Dans ce contexte, les processus suivis par les utilisateurs...
The increase in the production of heterogeneous and multi-source digital data over last years raises several issues regarding their management and use. Hence, users can face some difficulties in selecting the adequate digital resources and combining them to reach their objectives in a given activity. In this paper, we focus on digital resources des...
The massive explosion of digital resources available in the user’s personal environment creates many issues. Users aim to select among a mass of heterogeneous digital resources, the best one to use in the activity. Traditionally, this process is time consuming and requires a lot of effort for the user to optimize selecting parameters. That often ma...
The design of the digital resource is an expensive process that consumes time and money. By optimizing an adaptive process would reduce time for the designers and users. The increase in the production of digital data in these last few years has raised several issues regarding the management of heterogeneous and multiple source data in the user's en...
The increase in production of digital data, these last years, has raised several issues regarding the management of heterogeneous and multiple source data in the user’s environment. In this proposal, we focus on user process management in order to assist him in the consoli- dated management of his digital resources in an interactive and adaptive sy...
In this paper, we focus on user assistance in an interactive and adaptive system. The increase in production of digital data, these last two years has raised several issues regarding the management of heterogeneous and multiple source data in the user’s environment. One distinctive feature of user assistance is the user model that represents essent...
What is the difference between experiencing the game and what comes out a discussion about it? How far goes the rationality of the user? What is his responsibility in his blunders, and what should be considered as a consequence fate? All these topics are tackled by Lacan, and the psychologists of psychoanalysis, and we may apply the findings of his...
The games are typical interactive applications where the system has to react to user actions and behavior with respect to some predefined rules established by the designer. The storytelling allows the interactive system to unfold the scenario of the game story according to these inputs and constraints. In order to improve system’s behavior, the sce...
In recent years, many tools have been proposed to design interactive scenarios. The aim of these tools is to provide users with a framework in order to write a story with many branches which will be unfolded by an artificial intelligence application. However, the consistency/quality of the generated narratives is not guaranteed (deadlocks, flaws, e...
Long time academics such as Cavazza and Pizzi have introduced semiotics in game storytelling. The logic of narratology is thought to help us engineers to build applications of IS – interactive storytelling- easier than the usual plain, natural language of the conceptual literary critics. We believe so to a certain extent, but we want to believe as...
We need a model for non-player characters (NPCs) in interactive storytelling, and recent advances in neurocognitive science have not brought to a close the controversies of the subjective and objective experience being both verses of the same coin. The NPCs are still made desperately from a &'third party' point f view, the exact opposite of the sub...
Debugging is one of the main requirements for Interactive Storytelling (IS) authoring tools. During the authoring phase, authors have to specify large numbers of rules and actions as well as consider many possible paths. As a consequence, flaws may happen and finding them “by hand” is complex. Therefore the validation of an IS becomes a crucial iss...
We have a lot of literature on the static media but few on interactive ones. Many doubt [Costikyan, Juul...] that it is possible to use stylistic devices such as the ones that have pervaded the history of the ‘one- way’ storytelling. We have tried to imagine what it would be to have a flashback in IS. Stylistic devices, in classic media are not as...
In previous works [3, 4], we showed how to use Linear Logic to model an Interactive Storytelling (IS). Proceeding from the achieved results, this paper introduces a methodology for authors to derive a valid scenario of an IS. In the paper, we will explain the implementation of the methodology via a detailed presentation of the steps in the process...
We present a case study of interactive story creation, in which we applied a proof mechanism based on Linear Logic to the authoring process. After initial scenario modeling for dynamic plot generation based on planning, we used the mechanism in iterations of refinements to find possible problems within a huge possibility space of resulting discours...
In previous works [3, 4], we showed how to use Linear Logic to model an Interactive Storytelling (IS). Proceeding from the achieved results, this paper introduces a methodology for authors to derive a valid scenario of an IS. In the paper, we will explain the implementation of the methodology via a detailed presentation of the steps in the process...
Research on Interactive Storytelling has mainly focused on the opposition between a discourse point of view and a character
point of view for a story. In this paper, we propose an approach to model Interactive Storytelling using Linear Logic, which
is a support for reasoning on both points of view. Then we give an example on an educational game tha...
Whilst narrative representations have played a prominent role in AI research, there has been a renewed interest in the topic with the development of interactive narratives. A typical approach aims at generating narratives from baseline action representations, most of- ten using planning techniques. However, this research has developed empirically,...
This paper aims at defining a software architecture that allows managing an adaptive unfolding of an interactive application such as a game. This architecture basis comes from the one of complex discrete event system control. This paper begins by introducing the general software architecture for games underlying the two main approaches (scenario or...
This paper deals with interactive storytelling for games. The principle used in narration is based on Campbell's heroes journey. The paper begins by introducing Campbell analysis and then presents how this model has been transformed in a pattern for interactive storytelling. Then, it shows how this model can be used for educational games. Finally a...
Adding narrative in computer game is complicated because it may restrict player interactivity. Our aim is to design a controller
that dynamically built a plot, through the game execution, centred on player’s actions. Tabletop Role-playing games manage
to deal with this goal. This paper presents a study of role-playing games, their organization, and...
The IRIS Network of Excellence (NoE) started its work in January 2009. In this paper we highlight some new research directions developing within the network: one is revisiting narrative formalisation through the use of Linear Logic and the other is challenging the conventional framework of basing Interactive Storytelling on computer graphics to exp...
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...
This paper deals with an interactive storytelling of game, based on Campbells heroes journey. It begins by introducing Campbell analysis and then presents how this model has been transformed in order to support for interactive storytelling. Then, it shows how this model can be used for educational games. It finishes by an experimentation of an impl...
Joseph Campbell’s “Hero’s Journey” is a well-known narrative structure mainly used in cinema and literature. This paper deals
with an application of this structure as a template for interactive storytelling in video games. It first presents an architecture
for adaptive execution, gives the outline concerning this model and shows how to adapt it to...
Interactive narrative and video games are two fields divided between the will to follow a scenario and that to offer a maximum of freedom and interaction. We propose a method combining emergent narrative theory and game monitoring to create a new system of dynamic generation of narrative. This method is based on a multi-agent architecture, which su...
Computer games have improved this last decade on technical aspects (graphical, sound design, etc.) as well as on the content. Actually games are getting more and more complex. Plot has been improved and is getting close to scenario movie or scenario novel.
Emergent narrative means that it is the player that unfolds the narrative and then creates its own story. But game should control the drama in order to modify the player emotion through the game by enabling or disabling actions. In the framework of an adaptative system that manages player actions, this paper defines a formal model for interactive n...
This paper deals with game analysis. We begin by the proposal of a terminology relevant to game scenario. Then, we propose an approach dedicated to analyze game scenarii. This approach consists in expressing a scenario by using a fragment of linear logic. This model is then translated into a Petri net model. This model allows us to generate the pos...
In this paper, a method of adaptive execution of a strategy game is introduced. Our aim is to define an agent system that analyses the former events of a script then analyse the future narratives and modify the script in order to remove the unexpected narratives.
After a surveyof some approaches for modeling hybrid systems by means of Petrinets ( t-time Petri nets, colored Petri nets, hybridPetri nets and differential predicate transition nets), thispaper illustrates how these formal models can be used for simulationand validation. It is shown how it was possible to use aggregatedqualitative models concurre...
This paper presents a new approach for scheduling batch processes. This issue is seen as a hybrid constraint satisfaction problem: it is proposed to find one partial order relation among events being consistent with the discrete constraints before considering the continuous constraints. Discrete constraints are represented by a Petri net and the co...
This paper deals with the modelling of batch systems by means of high-level Petri nets. Batch systems are systems that transform a continuous raw material through continuous equipment (as heat exchanger for example) and batch equipment (for instance, batch reactor). These systems are frequently used by chemical of food industry. Batch systems deal...
This paper presents a comparative study of various approaches for modelling hybrid systems by means of Petri nets. The comparison is based on a simplified view of an industrial device: a gas storage unit. This example illustrates the advantages and limits of the discrete-time based approach offered by Coloured Petri nets, those of Hybrid Petri nets...
This paper focuses on hybrid systems modelling. After a short study of the state of the art, a new model is formally presented. Based on the coupling of predicate transition Petri nets and differential algebraic equations, its structure is organised into two sub-models which interactions are exposed. Used for dis-continuous production systems super...
This paper deals with the modeling of hybrid systems by means of Petri nets. Hybrid systems are systems whose modeling requires discrete, as well as continuous variables. Time may be either continuous or discrete. Starting from a presentation of the continuous modeling and the discrete modeling, a short survey on some extensions to represent hybrid...
This paper deals with the modeling of hybrid processes. It requires to model the continuous part as well as the discrete one. In a first time, various high-level Petri net models are introduced. Then a definition of a model coupling predicate transition Petri-net and differential algebraic equations is presented. It outlines the interactions betwee...
This paper deals with the modeling and simulation of a gas storage unit. The model is based on a combination of Petri nets and differential algebraic equations. The interaction between the Pr/Tr Petri nets and the equations is formally defined by means of en- abling and junction functions which are attached to the Pr/Tr Petri net transitions. After...