Ulrike Spierling
RheinMain University of Applied Sciences
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Publication
Featured researches published by Ulrike Spierling.
Computers & Graphics | 2002
Ulrike Spierling; Dieter Grasbon; Norbert Braun; Ido Iurgel
Abstract Interactive digital storytelling promises to be a new artistic discipline. But what does the artwork look like? And how much control does the artist have over the final result? By searching for the right answers, we draw several approaches from diverse fields such as filmmaking, game design, autonomous agents, psychology, and narrative intelligence. We first give a definition of interactive storytelling that includes a scope between authorship and emergent narrative, and present two example projects with different emphases. Then, we introduce a multi-level concept for an experimental stage that can be used to explore interactive storytelling at varying degrees of flexibility versus predetermination. Instead of inventing the ultimate virtual narrator, we suggest developing layers of run-time engines that allow authors to work with directions on each single layer separately—from selecting high-level dramatic structures down to directing animated actors. The concept of underlying models at each level is explained in detail by the example of a story model implementation. Further, we show variations of level adjustments causing graded degrees of semi-autonomy. First results of this experimental stage are presented, and the primary future tasks are pointed out.
visual analytics science and technology | 2001
Ursula Kretschmer; Volker Coors; Ulrike Spierling; Dieter Grasbon; Kerstin Schneider; Isabel Rojas; Rainer Malaka
This paper describes a research and development project for a novel technology, making the conveyance of cultural heritage during a historic sightseeing tour a unique experience. The cornerstones of this system are mobile augmented reality, including a hybrid tracking approach, intelligent queries to pose complex questions about geographical and historical knowledge, as well as a story engine to interactively run a digital story. This system involves the user in a thrilling story while exploring the history and the attractions of the city.
Lecture Notes in Computer Science | 2006
Ulrike Spierling; Sebastian A. Weiß; Wolfgang Müller
This contribution presents and discusses Scenejo as an experimental platform for Interactive Digital Storytelling, focusing on the authoring process as initial viewpoint for its development. Special emphasis is on the construction of conversational threads for virtual actors using pattern matching, employing transition graph representations as the main interface for authoring. In the conclusion, the opportunities and challenges of graph structures are discussed.
Computers & Graphics | 2001
Wolfgang Müller; Ulrike Spierling; Marc Alexa; Thomas Rieger
Abstract With the introduction of software agents and assistants, the concept of so-called social user interfaces evolved, incorporating natural language interaction, context awareness and anthropomorphic representations of visuals, scales, and degrees of freedom for interactions. Todays challenge is to build a suitable visualization architecture for anthropomorphic conversational user interfaces, and to design for the believable and appropriate inclusion of human attributes (such as emotions) in a face-to-face interaction. Integrated approaches to these tasks are presented here.
Lecture Notes in Computer Science | 2005
Sebastian Weiss; Wolfgang Müller; Ulrike Spierling; Florian Steimle
Scenejo is an Interactive Storytelling platform, supporting both structured story lines and emergent behavior. Authoring is performed either at the level of a story graph or dialogue patterns. The Scenejo platform supports several artificial actors conversing with a number of real actors, representing the users in the system. Artificial actors are visualized as animated 3d characters, and actor responses are presented by speech synthesis in combination with non-verbal behavior.
international conference on interactive digital storytelling | 2008
Marc Cavazza; Stéphane Donikian; Marc Christie; Ulrike Spierling; Nicolas Szilas; Peterr Vorderer; Tilo Hartmann; Christoph Klimmt; Elisabeth André; Ronan Champagnat; Paolo Petta; Patrick Olivier
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 further by structuring collaboration between some of its main actors. IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to progress the understanding of fundamental aspects of Interactive Storytelling and the development of corresponding technologies.
Lecture Notes in Computer Science | 2003
Ulrike Spierling; Ido Iurgel
This paper reports on interdisciplinary findings and first results of the ongoing EU-funded R&D project ”art-E-fact”. Within the project, a generic platform for building a particular genre of Mixed Reality interactive storytelling experiences is under development. It enables artists to script interactive dialogues for multiple virtual characters and a human participant, as well as to freely design any interaction devices and modalities. The interactive play ”Just talking about art” will be illustrated as an example. With an edutainment motivation, it introduces virtual characters positioned next to real art pieces in an exhibition. These characters discuss art, while prompting visitors for their opinions and questions. They also provide entertainment by enacting personal conflicts. The content and design issues of the play will be shown as one representative example of what can be built with the art-E-fact platform. The main technical components for the direction of interactive dialogues are explained, and authoring issues are pointed out.
Lecture Notes in Computer Science | 2006
Ulrike Spierling; Ido Iurgel
Over the last several years, conferences in the field of interactive entertainment have showcased numerous presentations concerning concepts and technology for Interactive Digital Storytelling: runtime systems, such as story engines, intelligent / autonomous agents, drama managers and conversational systems. They focus on solutions to the problem of combining dramatic storytelling with user interactivity. In contrast to the many technical contributions concerning runtime performance, few discussions have been initiated about the question of how a new breed of “interactive storytellers” would create concrete original artefacts with the proposed systems. In our opinion, the authoring process is likely to be a serious bottleneck for generating innovative products in the future.
international conference on interactive digital storytelling | 2013
Wolfgang Müller; Ulrike Spierling; Claudia Stockhausen
We propose digital audio/video streaming as highly expressive representation form for interactive storytelling on the web, in spite of wide-spread assumptions that pre-authored videos may reduce flexibility. To address the latter, we present our new end-user client for dynamic ad-hoc playback of video or audio snippets managed by a multi-agent conversational platform, as well as a way to include video (or pre-rendered animation) production in an iterative prototyping cycle tailored for that system.
Lecture Notes in Computer Science | 2006
Cordula Boden; Jessika Fischer; Kathrin Herbig; Ulrike Spierling
“CitizenTalk”, an applied research project at FH Erfurt, investigates the potential and challenges of interactive communication using chatbots as an innovative tool for involving citizens in public planning processes. This comprises research into the state of the art in virtual planning communication, as well as the technical possibilities of chatbot communication. We present the opportunities and limitations associated with the adoption of chatbot concepts and show future prospects offered by storytelling mechanisms. An authoring tool is presented together with a new scheme to control the communication process better than current chatbot technologies and approaches allow.