But we also create tools for tasks related to computational media, such as discovering relevant examples from the history of computer games or performing software studies analysis grounded in the operations of the software. StoryAssembler is a planning-based generative narrative system designed around the idea of intent-driven generation. The tools we create often aim to allow a broader audience to use our novel technologies to create new types of media. EIS has developed several story sifters, including Sheldon, Felt and Winnow, and several tools that aim to make the development of story sifters easier, including Synthesifter and Centrifuge. But they can also include technologies that do things like automatically create game maps from emulator play or that extract knowledge about build orders from RTS gameplay logs. The technologies that result are often new computational models, enabling new types of computational media experiences. Similarly, a tool for natural language generation or accessible game creation might build on design practices we have studied or explored in other contexts. For example, a computational model of social interaction or of quests might build on our analyses of how those are represented in other forms of media and how they have been modeled in computer games and other computational media. Much of this builds on our work on analyses and approaches. This area of EIS work focuses on enabling new possibilities for making and understanding media.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |