• Aucun résultat trouvé

The mechanics of situations - Understanding stories in the light of computer-based interactive drama

N/A
N/A
Protected

Academic year: 2022

Partager "The mechanics of situations - Understanding stories in the light of computer-based interactive drama"

Copied!
2
0
0

Texte intégral

(1)

Poster

Reference

The mechanics of situations - Understanding stories in the light of computer-based interactive drama

SZILAS, Nicolas

SZILAS, Nicolas. The mechanics of situations - Understanding stories in the light of

computer-based interactive drama. In: Narrative Matters 2018: The ABCs of Narrative, Entschede (Netherlands), July 2-5, 2018, 2018

Available at:

http://archive-ouverte.unige.ch/unige:125303

Disclaimer: layout of this document may differ from the published version.

1 / 1

(2)

food together

Fox

b s

Ass

b s

partners

The mechanics of situations

Understanding stories in the light of computer-based interactive drama

"Describing the situation of a play is like taking a picture of all the relationships of the characters at a particular moment, like ‘freezing’ the development of the events to take stock of the action." (Pavis, 1998)

Example: The Ass, the Fox and the Lion

An Ass and a Fox went into partnership and sallied out to forage for food together.

r

hungry eat Ass r

food together

Fox

b s

Ass

b s

eat Fox

Lion d

d

partners

b

b

animals

s s

They hadn't gone far before they saw a Lion coming their way, at which they were both dreadfully frightened.

But the Fox thought he saw a way of saving his own skin, and went boldly up to the Lion and whispered in his ear, "I'll manage that you shall get hold of the Ass without the trouble of stalking him, if you'll promise to let me go free." The Lion agreed to this,

and the Fox then rejoined his companion and contrived before long to lead him by a hidden pit, which some hunter had dug as a trap for wild animals, and into which he fell.

When the Lion saw that the Ass was safely caught and couldn't get away, it was to the Fox that he first turned his attention, and he soon finished him off, and then at his leisure proceeded to feast upon the Ass.

r

r

hungry eat Ass r

food together

fox s

ass

b s

eat Fox

lion d

d

partners

b

b

animals

s s

rested s n

n stalking promise

stalking

d

Get hold of the ass

Ass runs x

eat Ass easily x

Trap in pit

deal

b b b r

hungry eat Ass r

togetherfood

Fox s

Ass

b s

eat Fox

Lion d

d

partners

b

b

animals

s s

rested s n

n stalking promise

stalking

d

Get hold of the ass

Ass runs x

eat Ass easily x

deal

b b

b

r

hungry eat Ass r

food together

Fox s

Ass

b s

eat Fox

Lion d

d

partners

b

b

animals

s s

rested s n

n stalking

stalking

d

Get hold of the ass

Ass runs

eat Ass easily x

deal

b b b

BUILDING

BUILDING UP

SHIFTING

EXHAUSTING WORKING

Legend

r

no de s

Betray a friend, and you'll often find you have ruined yourself.

R el at io ns

Mechanisms to move the story forward:

BUILDING, WORKING,

BUILDING UP, SHIFTING, and

EXHAUSTING situations Model: G O T S E C S structures

h a r a c t e r i f d f

e e c t a s

k o a

l

e t b s

t a c l e

+ conflict

Character Side Effect Task

Goal

reaching Obstacle

Set

n

needing

i

inhibiting

x

exciting

s

satisfying

u

unsatisfying

b

belonging

d

degradation

NB: obstacles and side effects are put directly on tasks, implicitly representing inhibiting and collateral relations

respectively.

i

inhibiting

c

colateral

References

Aesop. (1994). Aesop’s Fables (Wordworth). Wordsworth Classics.

Pavis, P. (1998). Dictionary of the Theatre: Terms, Concepts and Analysis, trans. Christine Shantz. Toronto and Buffalo: University of Toronto Press.

Szilas, N., Estupiñán, S., & Richle, U. (2016). Qualifying and quantifying interestingness in dramatic situations. In F. Nack & A. S. Gordon (Eds.), 9th International Conference on International Digital Storytelling (ICIDS 2016) (Vol. 10045, pp. 336–347). Cham: Springer.

Szilas, N. (2017). Modeling and representing dramatic situations as paradoxical structures. Digital Scholarship in the Humanities, 32(2).

http://tecfalabs.unige.ch/aesop

Nicolas Szilas, TECFA-FPSE, University of Geneva, nicolas.szilas@unige.ch

Références

Documents relatifs

To establish the theoretical ground for the intended measurement tool for user experiences in interactive stories, the present research therefore combined

We show a new profiling approach, landmark latency profiling, that helps developers understand and im- prove the perceptible performance of interactive applications.. A landmark

In recent years, Rita Charon at Columbia University in New York, NY, estab- lished a graduate program in narrative medicine to allow physicians and other health

Dr Arthur Frank gave this address last year in Calgary, Alta, 1 honouring the family medicine story award win- ners.* A few years earlier Dr Frank wrote the introduction to

Translating the computational model of emotions into the emotion generation rules involves a mapping of the elements of the appraisal process (appraising agent, situation and

As a result of the difference in collocational patterning between English and Arabic, it does not matter for students to translate one word English collocation into two

The second is musical, as the musicians adapt their pressure profile to match their musical intention. Pressure

We suggest that this can be achieved through the provision of a combination of education, storytelling and interactive experiences related to computing to make