
Sandy Louchart- Bsc, Msc, PhD
- Lecturer at Heriot-Watt University
Sandy Louchart
- Bsc, Msc, PhD
- Lecturer at Heriot-Watt University
About
82
Publications
52,247
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
3,126
Citations
Introduction
Current institution
Publications
Publications (82)
The nature of interaction within Interactive Digital Narrative (IDN) is inherently complex. This is due, in part, to the wide range of potential interaction modes through which IDNs can be conceptualised, produced and deployed and the complex dynamics this might entail. The purpose of this whitepaper is to provide IDN practitioners with the essenti...
The design and study of interactive digital narratives (IDN) is a multidisciplinary field. Scholars and practitioners concerned with the topic originate from fields such as literary studies, computer sciences, games studies, media studies, fine art, filmmaking. Consequently, they not only bring a wealth of productive perspectives to the table, but...
We discuss the extension of an emotionally-driven agent architecture already applied to the creation of emergent narratives. Synthetic characters are enhanced to perform as actors by carrying out a second cognitive appraisal, based on the OCC model, of the emotional impact of their projected actions before execution.
We discuss work carried out at the University of Salford (UK) and INESC-id (Portugal) on the design and implementation of interactive dramas in 3D graphics environments. We present detailed requirements and methods for the design of unscripted (emergent) dramas based on research into role-playing games. We describe the affectively driven intelligen...
COST Action 18230 INDCOR (Interactive Narrative Design for Complexity Representations) is an interdisciplinary network of researchers and practitioners intended to further the use of interactive digital narratives (IDN1) to represent highly complex topics. IDN possess crucial advantages in this regard, but more knowledge is needed to realize these...
Building our discipline has been an ongoing discussion since the early days of ICIDS. From earlier international joint efforts to integrate research from multiple fields of study to today’s endeavours by researchers to provide scholarly works of reference, the discussion on how to continue building Interactive Digital Narratives as a discipline wit...
This technical paper describes the design and implementation of a game engine for historical massive multiplayer online role-playing games (MMORPGs). We explore the game and system design space with a focus on historical accuracy and provide a detailed discussion of key design goals for the support of a large-scale, distributed and scalable MMORPG....
Digital games have been increasingly recognized in recent years for their existing and potential contributions as a medium for promoting engagement with history and cultural heritage. Rather than focus on how games can help the public engage with a known (to scholars) past, here we consider instead how the core problems and processes of archeology...
In this article, we discuss the notion of context from the perspective of narrative articulation or authorial trajectories in digital games. We conduct a survey of narrative contextual considerations in digital games and investigate the possibilities for Non-Player-Characters (NPCs) to react to players accordingly, particularly with respect to narr...
Many computer science students apply to computer games companies after completing our programmes. However making this transition successfully requires a portfolio of completed games. In order to develop this portfolio, students require focused ‘how-to’ sessions plus technical ‘starter’ support in the form of accessible game design and production el...
This workshop investigates the mechanisms for behaviour change and influence, focusing on the definition of requirements for pervasive gameplay and interaction mechanics, procedures, actions, mechanisms, systems, story, etc.) with the purpose of informing, educating, reflecting and raising awareness. By connecting various experts such as designers,...
Neurofeedback training (NFT) approaches were investigated to improve behavior, cognition and emotion regulation in children with autism spectrum disorder (ASD). Thirteen children with ASD completed pre-/post-assessments and 16 NFT-sessions. The NFT was based on a game that encouraged social interactions and provided feedback based on imitation and...
In this paper, we discuss the hypothetical nature of authoring Interactive Digital Narratives (IDNs) and the formal authorial process for this medium. We explore the current state-of-the-Art in IDN authorial approaches and consider the perspective of a traditional and technologically naïve author. We propose a combination of meta-narrative and auto...
The industry perspective to designing Serious Games (SG) for learning is largely a top-down approach, with the pedagogical design driven by two aspects - a client based or a flagship product. A client-based product has known learning objectives and outcomes. Flagship products or corporate brands have less defined learning objectives. Insofar, SG de...
Formula One (F1) drivers are amongst the most highly skilled drivers in the world, but not every F1 driver is destined to be a F1 World Champion. Discovering new talent or refreshing strategies are long-term investments for all competitive F1 teams. The F1 world and teams invest vast amounts in developing high-fidelity simulators; however, driving...
In this article, we discuss the development of the Infinite Scotland Facebook serious game. The Infinite Scotland serious game was supported by the Scottish National Heritage, Creative Scotland and Creative Services Scotland in order to promote the links between biological and cultural diversity in Scotland. To engage a younger demographic, Infinit...
Individuals with autism spectrum disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underly...
Multimodal data channels such as bio-physiological signals are increasingly used in game-play studies to better understand players’ behaviours and their motivations. It is however difficult to perform any sort of conclusive analysis solely based on bio-physiological signals due to the complex nature of epistemic, semiotic and ergotic activities sur...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real life, narratives add layers of meaning and they engage players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition....
Research in Serious Games (SG), as a whole, faces two main challenges in understanding the transition between the instructional design and actual game design implementation [1] and documenting an evidence-based mapping of game design patterns onto relevant pedagogical patterns [2]. From a practical perspective, this transition lacks methodology and...
Although there is a consensus on the instructional potential of S erious G ames ( SG s), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the G ames and L earning A lliance ( http://www.galanoe.eu ) E uropean N etwork of E xcellence on S eri...
The use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game-play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns...
In Emergent Narrative it can be asked that without mandatory author-controlled way-points, how does a story remain emotionally significant to an interactive user? A plausible solution lies in the use of contextual information in order to create emotionally relevant, and therefore emotionally significant, interactions. If context could be defined an...
Unlike linear storytelling, an Emergent Narrative only truly exists at run-time and can only be visualized retrospectively. The author is engaged in creating a hypothetical narrative space on the basis of individual character behaviors, story interventions and likely occurrences. While an Emergent Narrative approach allows for a flexible and adapta...
Didactic approaches to Relationships and Sex Education (RSE) have been shown to yield limited outcomes when compared to approaches that stimulate peer discussion and debate. Creating effective interventions, which stimulate peer involvement, remains a demanding task and finding a solution that is not only engaging but also pedagogically sound is vi...
Government, commerce, marketing, health & well-being, energy efficiency and sustainability, etc. identify and use a plethora of non-interactive information-based devices including policies, legislation and campaigns in an attempt to persuade, influence or change behaviours. But is non-interactive information and awareness sufficient, or are other t...
In this article, we discuss the development and evaluation of a game designed to harness non-expert human intuition for scientific research in the field of Quantum Physics (Quantum Information). Since many physics problems are represented and analysed in a geometric space, we hypothesized that human predispositions such as geo-spatial intuition cou...
Inherent in all forms of interactive storytelling is the problem of reconciling freedom of the user with requirements for pre-authored plot. In non-digital Role-Playing Games (RPGs), Game Masters (GMs) constantly encounter and solve this problem, facilitating collaborative, interactive storytelling in real-time. In this study, the various theories...
This paper considers the generation of emergent structure, as a source of creativity. It discusses emergent narrative in which narrative structure is generated dynamically by interaction between synthetic characters, as a cognitive model of bottom-up character-based authoring. It considers the affectively-driven agent architecture FAtiMA, and the u...
Digital technologies have increased the pace of knowledge creation, sharing, and the way in which learning is being undertaken. This chapter considers how Serious Games (SGs) as a digital technology endeavours to support effective lifelong learning. Three fundamental characteristics of the SG ecosystem, namely, game mechanics, interoperability, and...
This paper is an overview of a Kinect-based RGB detection software developed as part of an ongoing 'Smart' (Smart Textiles and Wearable Technology in Pervasive Computing Environments) Costume project. The project involved a multidisciplinary team in the domains of textile design, engineering and computer science. In this work we aimed to establish...
In this article we discuss the possible use of real-time psychophysiology towards the design and implementation of an adaptive affective agent for Serious Games. This work is still in its early stages and this position article aims to present a reflection on the technical and methodological conditions to be met so as to conduct successfully this re...
Contemporary game play is a complex environment where user interacts with many elements. Data logging in a game play is a common practice to study a player's in-game behaviour. Identified behavioural knowledge is then applied to enhance the game elements. Analyzing the user behaviour is a multivariate process and therefore requires more information...
This paper presents a method for automatic mechanical part assembly planning based on innovative use of artificial intelligence (AI) technology from games. The dynamic topological graph for the planning is generated using a heuristic search method based on characteristic information of each part. A prototype system has been developed to demonstrate...
The careful balance of education and play is essential for the development of effective Serious Games. It is necessary to develop a clear understanding of game mechanics (i.e. the tools of game-play) and how these relate to relevant educational strategies. In this paper, we raise conceptual questions regarding the nature of Serious Games and the re...
In this technical paper, we describe an implementation of Distributed Drama Management (DDM). DDM is a concept which involves synthetic actor agents in an Emergent Narrative scenario acting on both an in-character level, which reflects the concerns of the characters, and an out-of-character level, which reflects the concerns of a storyteller. By se...
Effectiveness of Serious Games (SG) depends very much on their capacity to provide the right balance be- tween gaming and educational experience. This require- ment raises challenges regarding realization of their in- telligence and personalization. We aim to overcome the problems of research fragmentation and identify some of the main issues by pr...
This paper gives an overview of the UK network RIDERS --- Research in Interactive Drama Environments, Role-Play and Story-telling, running for 36 months from September 2011. It discusses the three central themes of RIDERS: theoretical work on the conflict between interactivity and narrative content, problems, issues and tools relating to authoring,...
The manuscript includes information about the objectives, methods, participation requirements and references for the Users
and Evaluation of Interactive Storytelling at the 3rd International Conference on Interactive Digital Storytelling – Edinburgh
2010.
KeywordsUser engagement-Interactive Storytelling-Evaluation
The purpose of this interactive storytelling project is to create a storytelling application that breaks the linearity of traditional storytelling. The application will allow users to create interactive stories that require dynamic input and interaction from player-users during the creation as well as the storytelling process. Interactive storytell...
The Association for the Advancement of Artificial Intelligence, in cooperation with Stanford University's Department of Computer Science, was pleased to present the 2009 Spring Symposium Series, held Monday through Wednesday, March 23–25, 2009 at Stanford University. The titles of the nine symposia were Agents that Learn from Human Teachers, Benchm...
Inherent in all forms of interactive storytelling is the problem of reconciling freedom of the user with requirements for pre-authored plot. In non-digital Role- Playing Games (RPGs), Game Masters (GMs) constantly encounter and solve this problem, facilitating collaborative, interactive storytelling in real-time. In this study, the various theories...
Inherent in all forms of interactive storytelling is the problem of reconciling freedom of the user with requirements for pre-authored plot. In non-digital Role- Playing Games (RPGs), Game Masters (GMs) constantly encounter and solve this problem, facilitating collaborative, interactive storytelling in real-time. In this study, the various theories...
Emergent narrative (EN) is a narrative concept in virtual reality that relies on emergence for a flexible shaping of stories as opposed to fixed pre-determined plots. This has consequences for the creative role of the author in an EN system. In this paper, we aim to clarify the actual function of the author by investigating what is exactly mediated...
In this paper, we consider the role of narrative management in a character-based emergent narrative framework. The paper defines the problem and considers related work. It evaluates the role of the Game Master in non computer-based role-playing games and presents two initial implementations of a story facilitator within a character-based system usi...
We report the implementation and evaluation of a Simulation Theory (ST) approach to the Theory of Mind in intelligent graphical agents driven by an affective agent architecture FAtiMA. The existing cognitive appraisal mechanism is adapted to produce a second appraisal cycle, a double appraisal, in order to evaluate the emotional impact of possible...
In this article, we address the particular issue of authoring interactive narrative with respect to video-games and interactive storytelling. We first introduce the narrative paradox between interactivity and narrative content in virtual environments and consider its impact on game design and development. We then introduce the concept of the Emerge...
In this paper, we consider the role of narrative management in a character-based emergent narrative framework. The paper defines the problem and considers related work. It evaluates the role of the Game Master in non computer-based role-playing games and presents two initial implementations of a story facilitator within a character-based system usi...
This paper considers the problem of evaluating interactive narrative and discusses the storification process through which a narrative is internalised. It establishes the range of roles that a user may take, and argues that the participant/non-participant distinction has a key role in storification. An experiment carried out as part of a larger tes...
The paper describes a double appraisal-based emoti on system for synthetic characters. This approach gives intellige nt agents the ability to make decisions with respect to the emotional states of o thers, thus implementing aspects of the theory of mind concept and laying th e basis for cognitive empathy. This paper describes the implementation of...
We discuss the extension of an emotionally-driven agent architecture already applied to the creation of emergent narratives. Synthetic characters are enhanced to perform as actors by carrying out a second cognitive appraisal, based on the OCC model, of the emotional impact of their projected actions before execution.
Abstract We discuss the extension of an emotionally-driven a gent architecture already applied to the creation of eme rgent narratives. Synthetic characters are enhanced,to pe rform as actors by carrying out a second cognitive appraisal , based on the OCC model, of the emotional impact of their projected,actions,before,execution. We,present,the eva...
We discuss the extension of an emotionally-driven agent architecture already applied to the creation of emergent narratives. Synthetic characters are enhanced to perform as actors by carrying out a second cognitive appraisal, based on the OCC model, of the emotional impact of their projected actions before execution. We present the evaluation of th...
We consider the issues involved in taking educational role- play into a virtual environment with intelligent graphical characters, who implement a cognitive appraisal system and autonomous action selection. Issues in organizing emergent narratives are discussed with respect to a Story Facilitator as well as the impact on the authoring process.
The design of unscripted dramas, with affectively driven intelligent autonomous characters, is presented that is based on the Fun with Empathetic Agents Reaching Novel Outcomes in Teaching (FearNot!) system to remove the fear of education. The FearNot! demonstrator in antibullying education as a sample implementation, describes the architecture of...
In this paper we explore an alternative approach to narrative gen-eration in a pedagogical context where the story emerges from the interactions between the characters of a story in a 3D environment. Relying on previous work where the autonomy of characters was ex-plored to generate emergent narratives, in this paper we present the emergent episode...
This paper examines the causes and consequences of the narrative paradox phenomenon widely ob served in VR. We present an alternative approach to virtual and interactive storytelling in the form of the e mergent narrative concept, together with an implementation of a subset of these ideas in the FearNot! demonstrator.
We discuss the experience of constructing the application FearNot! (Fun with Empathic Agents Reaching Novel Outcomes in Teaching), an applica- tion of virtual drama to anti-bullying education inspired by Forum Theatre. An appraisal-driven agent architecture is presented as a mechanism for generating an emergent, that is, unscripted, narrative. A sm...
We discuss work carried out at the University of Salford (UK) and INESC-id (Portugal) on the design and implementation of interactive dramas in D graphics environments. We present detailed requirements and methods for the design of unscripted (emergent) dramas based on research into role-playing games. We describe the affectively driven intelligent...
We discuss the FearNot! application demonstrator, currently being developed for the EU framework V project VICTEC. It details the language structure, content, interactions management and design of the FearNot! Demonstrator, as well as presenting the VICTEC project and its motivations.
We discuss in this paper the FearNot! application demonstrator, currently being developed for the EU frame-work V project VICTEC. It details the language structure, content, interactions management, general architec-ture and design of the FearNot! Demonstrator, as well as presenting the VICTEC project and its motivations. This paper also focuses on...
This paper aims at reviewing narrative approaches and theories in an effort to assess their potential as suitable models for computational implementation within the EU Framework V-funded project VICTEC (Virtual ICT with Empathic Characters). We discuss classical narrative theories as well as envisage alternative interactive models according to the...
The FearNot! application demonstrator, currently being developed for the EU framework V project VICTEC, uses empathic agents as a basic mechanism for engaging children in anti-bullying education. The empathic agents are driven by an affective system in interactional dramas in which both physical actions and language actions are required. This paper...
Virtual Reality (VR), by its nature and characteristics, is of specific interest to the AI community, particularly in the domains of Storytelling and Intelligent Characters. We argue that VR must be considered a particular narrative medium alongside Theatre, Literature or Cinema. This paper reviews relevant work in narrative theory from Plato onwar...
The consideration of the narrative question within Virtual Environments (VEs) is a compromise regarding to the conflict between pre-authored narrative structures and user freedom both in terms of interaction and physical movement. By presenting the results of a recent investigation on the narrative structures and mechanisms of Role Playing Games (R...
This paper will discuss work carried out during the VICTEC (Virtual ICT with Empathic Characters) and ECIRCUS (Education through Characters with emotional-Intelligence and Role-playing Capabilities that Understand Social interaction) projects, and on the FearNot! immersive virtual learning environment (VLE). The design motivations of the FearNot !...
In this paper we discuss the necessity for the Virtual Storytelling (VS) community to address particular issues regarding the consideration of essential elements of storytelling such as the role of the author and the role of the spectator. We expose and present the necessary requirements, as well as a high level architecture for a storytelling syst...
This paper discusses the importance of emotion modelling if one is to deal with interactive drama. As a position paper, it describes the emotion mecha nisms in place in traditional drama and considers the possibilities to transpose these in regard to i nteractivity. We also, in this document, look with a critical eye at the necessary changes to be...
This paper is part of a work in progress that aims to define a narrative theory adapted for optimal us e in the Virtual Reality (VR) medium. In addition to theoret ical results and findings on the development,of an Emergent Narrative (EN) concept, the authors present their c onvictions regarding Virtual Storytelling (VS) and narrative consideration...
In this paper, we investigate the potential for games to act as a relevant test-bed for the study of interactivity for engineering. We first focus on the reach of digital gaming beyond the sole domain of entertainment. Video games are used in a wide range of activities and serious gaming represents a significant part of academic research across dis...
In this article, we offer a literature review of narrative perception research and review seminal work in media psychology within the context of emerging interactive media consumption.
Facial expressions, gestures are artefacts of non-verbal human communication and imply affective states. Recent research on emotion-recognition has shown the potential for human-computer interfaces (HCI) to integrate affect in human machine interaction and mimic human communication models. Each mutually elaborates the other and both can be further...