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Video-Based Interactive Storytelling

Project Description:

The generation of engaging visual representations for interactive storytelling represents a key challenge for the evolution and popularization of interactive narratives. Usually, interactive storytelling systems adopt computer graphics to represent the virtual story worlds, which facilitates the dynamic generation of visual content. Although animation is a powerful storytelling medium, live-action films are still attracting more attention from the general public. In addition, despite the recent progress in graphics rendering and the wide-scale acceptance of 3D animation in films, the visual quality of video is still far superior to that of real-time generated computer graphics. In the present thesis, we propose a new approach to create more engaging interactive narratives, denominated “Video-Based Interactive Storytelling”, where characters and virtual environments are replaced by real actors and settings, without losing the logical structure of the narrative. This work presents a general model for interactive storytelling systems that are based on video, including the authorial aspects of the production phases, and the technical aspects of the algorithms responsible for the real-time generation of interactive narratives using video compositing techniques.


Paper Video-Based Interactive Storytelling
(PhD Thesis)


Hierarchical Generation of Dynamic and Nondeterministic Quests

Project Description:

Quests are a fundamental storytelling mechanism used by computer role-playing games to engage and involve players in the game's narrative. Although role-playing games have evolved in many different ways in the last years, their basic narrative structure is still based on static plots manually created by game designers. In this paper, we present a method for the generation of dynamic quests based on hierarchical task decomposition and planning under nondeterminism. The proposed approach combines planning, execution and monitoring to efficiently handle nondeterministic events and support quests with multiple endings that affect the game's narrative and create interactive and dynamic story plots that are directly or indirectly affected by player’s actions and decisions.


Paper Hierarchical Generation of Dynamic and Nondeterministic Quests
(International Conference on Advances in Computer Entertainment Technology - ACE 2014)


Non-branching Interactive Comics


Project Description:

Comics are a unique and classical form of storytelling. The advent of interactive narratives brings the possibility of interaction to the traditional comic books. In this paper we present a non-branching interactive comics system capable of generating dynamic interactive narratives in the format of comic books. The system allows users to interact with certain objects, and then observe the consequences of their actions in the unfolding story. We validate the proposed system with a user study conducted with 18 participants. The results indicate that such systems may indeed provide an attractive form of entertainment.



Paper Non-Branching Interactive Comics
(International Conference on Advances in Computer Entertainment Technology - ACE 2013)


Social Interaction for Interactive Storytelling

Project Description:

In recent years interactive narratives emerged as a new form of digital entertainment, allowing users to interact and change stories according to their own desires. In this paper, we explore the use of social networks as a way of interaction in interactive narratives. We present the interaction interface of an interactive storytelling system that allows users to interact and change stories through social networks. To validate our approach we conducted a user study with 24 participants. The preliminary results show that our method improved the user satisfaction and experience. The proposed methods can be adapted to other applications that require social interaction.


PaperSocial Interaction for Interactive Storytelling
(International Conference on Entertainment Computing - ICEC 2012)


A Multi-User Natural Language Interface for Interactive Storytelling in TV and Cinema


Project Description:

Interactive narratives designed for television and cinema demands new interaction mechanisms. In the TV context, thousands of viewers sharing the same narrative at different places must have the opportunity to interact with ongoing stories. The same requisite is valid for cinema, where the whole audience in the theater must have the opportunity to interact. This paper presents a multi-user natural language interface for interactive storytelling applications designed for TV and cinema. The proposed system combines the use of mobile devices with natural language to allow users to freely interact with virtual characters by text or speech.



PaperA Multi-User Natural Language Interface for Interactive Storytelling in TV and Cinema
(XI Brazilian Symposium on Games and Digital Entertainment - SBGames 2012)


Little Gray Planet - Interactive TV Comics

Project Description:

“Little Gray Planet” is an educational interactive story that tells the importance of preserving the environment and the consequences that harmful acts have in the world environment. The story is set in an indefinite future, where the world is plagued by massive pollution caused by human interference.

The user follows the main character through different scenes, having the opportunity to interact with certain elements. When an ecologically friendly choice is made, it will help improving the natural environment and the user will be able to see the enhancement in the environment’s quality (otherwise, the bad consequences of not choosing the right actions are shown in the same way). Further information is also available about the distinct topics addressed in the different scenes. In this way, the user can learn (or remember), in an entertaining fashion, facts and practices about our environment and how to take care of it.

The application is presented in a format that we called “Interactive TV Comics”, a new form of interactive content designed for TV. It combines the traditional style of comic books with interactivity, creating a new experience for TV viewers.


Draw Your Own Story: Paper and Pencil Interactive Storytelling

Project Description:

In this paper, we present a storytelling system able to dramatize interactive narratives in augmented reality over a conventional sheet of paper. The system allows users to freely interact with virtual characters by sketching objects on the paper. Users interacting with the system can indirectly affect the characters' decisions, even to the point of radically subverting the storyline.



PaperDraw Your Own Story: Paper and Pencil Interactive Storytelling
(International Conference on Entertainment Computing - ICEC 2011)


Multimodal, Multi-User and Adaptive Interaction for Interactive Storytelling Applications

Project Description:

The ability that users have to interact and change stories according to their own desires is what differentiates interactive narratives from conventional films. Moreover, this ability expands the boundaries of computer games towards new forms of digital entertainment. However, designing an interaction model for an interactive storytelling system involves several challenges, from the need for natural interaction interfaces to adequate multi-user settings. In this paper we present the development and evaluation of a multimodal, multi-user, and adaptive interaction system for an interactive storytelling application.

Paper Multimodal, Multi-User and Adaptive Interaction for Interactive Storytelling Applications
(X Brazilian Symposium on Games and Digital Entertainment - SBGames 2011)



Automatic Video Editing for Video-Based Interactive Storytelling

The Automatic Video Editing Method

Project Description:

Interactive storytelling is new a form of digital entertainment where authors, audience, and virtual agents engage in a collaborative experience. It can be seen as a convergence of games and filmmaking. One of the many challenges that differs interactive narratives from movies refers to the inferior quality of the visual representation of the stories. Making the visual result of an interactive storytelling system seems more like a film is a very hard task. One possible solution to solve this problem is the use of recorded videos to dramatize the stories. The main problem of this approach is the lack of freedom occasioned by the static pre-recorded segments of videos, especially during the real-time editing phase. In this paper, we present a real-time method for automatic video editing in video-based interactive storytelling applications. Our approach was based in translating cinematography editing theory into a computational knowledge to automatically select appropriated videos transitions, avoid jump cuts, and create smoothly and continuous video sequences.

Paper Automatic Video Editing For Video-Based Interactive Storytelling.
(International Conference on Multimedia and Expo - ICME 2012)


Cinematography-Based Agents for Interactive Storytelling

Project Description:

Interactive storytelling systems are applications that aim to tell stories and allow the users to interact with the system in order to change the future story events. In respect to the visual representation of the stories, there are several questions related to the manner how the scenes should be shown to the public. Many of these questions that today are faced in the development of interactive storytelling systems have been treated before by several filmmakers. Over the years the cinema has evolved and established various principles and rules to be adopted during the creation of a film. However, unlike movies, where every scene is carefully planned before it was filmed, and if a problem occurs it is simply filmed again, in interactive storytelling this freedom does not exist; usually the storyline of the narrative results from the real-time interaction between the viewers and the virtual actors. The dramatization of stories, whose sequence of events is unknown, depends on a robust dramatization system, which adapts itself appropriately to any type of scene. This work presents a dramatization architecture composed by a set of autonomous agents inspired on the cinematography. To represent the knowledge of the agents is used an approach based on classifiers. More specifically, the architecture uses a collection of Support Vector Machine classifiers to classify the best camera shots, visual effects and sound tracks to the scenes.

PaperUm Modelo de Dramatização Baseado em Agentes Cinematográficos Autônomos para Storytelling Interativo (Master's Thesis)



Director of Photography and Music Director for Interactive Storytelling

Project Description:

The emotion expressed in a film has great impact over the way viewers understand the narrative. Filmmakers developed over the years several techniques to express emotions in a film; two of them are related to the audio and the visual aspect of the scenes. In this project I proposes two cinematography-inspired autonomous agents designed to express emotions in storytelling environments. The director of photography and music director uses support vector machines trained with cinematography knowledge to create and manipulate the audio and visual aspects of the dramatization to express the scene emotions and involve the viewers in the story.

PaperDirector of Photography and Music Director for Interactive Storytelling (Accepted for Publication)
(IX Brazilian Symposium on Games and Digital Entertainment - SBGames 2010)


Virtual Cinematography Director for Interactive Storytelling

Project Description:

The virtual cinematography director select in real-time the best camera shots for the dramatization scenes in storytelling environments. The director's knowledge is represented with a collection of support vector machines (SVM) trained to solve cinematography problems of shot selection.


PaperVirtual Cinematography Director for Interactive Storytelling
(Advances in Computer Entertainment Technology - ACE 2009)

PaperSupport Vector Machines for Cinematography Real-Time Camera Control in Storytelling Environments
(VIII Brazilian Symposium on Games and Digital Entertainment - SBGames 2009)


Krimson

Project Description:

Many years ago there was a dragon named Krimson who was prisoned by the people who lived in that time. Now the dragon has awakened and wants revenge! However, the  people knew that this day might come and built magic towers to protect themselves... Would be these magic towers enough to stop Krimson? Doesn't matter, in this game you are the dragon! So, destroy everything that you see!

I have created this game with some colleagues to participate of an indie game development festival at the SBGames 2010.

With this game we won the festival as the "Best Game" in the PC category. Moreover, we also received two honorable mentions as the "Best Art" and the "Best Technology".


Download To be avaliable to download soon


Warped Metal: Car Battle

Project Description:

Warped Metal is a car battle game where the only think that matter is survive and destroy the opponents cars. The  game include several cars, weapons and power-ups. The game can be played in a single player mode, where the player battle against the computer artificial inteligence (AI), or in a multiplayer network mode, where the player battle over the internet with other players.

I have created this game to participate of an indie game development festival at the SBGames 2010.


Download To be avaliable to download soon


3D Game Builder

"Get the Flash Player" "to see this gallery."


Project Description:

This was my course conclusion project at my graduation in computer science. The goal of the project was to create a 3D game engine to make easy to people without experience in programming languages to create their own 3D games. The 3D game engine created, called 3D Game Builder, became a success in the Brazilian independent game development community and had more that 5.000 downloads in the first week after the release of the first version. Now, this number already reached over that 700.000 downloads.

The 3D Game Builder was the first (I don't know any other yet...) Brazilian 3D game engine. More details about the 3D Game Builder can be found in the official web page:

http://www.3dgamebuilder.com.br/pt/3dgamebuilder/index.php


Paper 3D Game Builder: Uma Game Engine para Criação de Jogos 3D (Graduation course conclusion project/monograph)

Paper 3D Game Builder: Uma Game Engine para Criação de Ambientes Tridimensionais

Download

Download 3D Game Builder 1.7


Guerra do Contestado: O Poder dos Monges

Project Description:

In this project I created a eductional RPG game that tells historical facts about the Contestado War. In the game the players can experience and understand more clearly the events that occurred in that time. Moreover, I demonstrated the applicability and effectiveness of the RPG Builder. This project was part of the RPG Builder project and also funded by FAPESC (Fundação de Apoio à Pesquisa Científica e Tecnológica do Estado de Santa Catarina).

This was my first complete game.


Download Download Guerra do Contestado 1.0



RPG Builder

RPB Builder


Project Description:

The goal of this project was to make easy to people without experience in programming languages to create their own games. To do this I create the RPG Builder, a tool for creating 2D role-playing games. The project was funded by FAPESC (Fundação de Apoio à Pesquisa Científica e Tecnológica do Estado de Santa Catarina).

This project was my first great experience in game programming.


PaperRPG Builder: Uma Ferramenta para o Desenvolvimento de Jogos

Download

Download RPG Builder 1.0