A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Plot Structure and Constrained Space <s> This paper describes a system to create animated 3D scenes of car accidents from reports written in Swedish. The system has been developed using news reports of varying size and complexity. The text-to-scene conversion process consists of two stages. An information extraction module creates a structured representation of the accident and a visual simulator generates and animates the scene. ::: ::: We first describe the overall structure of the text-to-scene conversion and the structure of the representation. We then explain the information extraction and visualization modules. We show snapshots of the car animation output and we conclude with the results we obtained. <s> BIB001 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Plot Structure and Constrained Space <s> We have built the first version of ScriptVis v.1.0 that allows users to visualize their screenplays in real time via animated graphics. Our system consists of a text understanding module, a high-level planning module and a scene generator. The user can input a screenplay as a set of well-formed English sentences via a graphic user interface. The text understanding module interprets the input sentences and triggers the high-level planner to construct a plan of actions for the appropriate agents. Then the agents execute the plans, and the scene generator renders the scene as the story evolves. Our system provides the user with a powerful tool to visualize his screenplays (stories) in the form of computer graphics, which makes writing story fun for students as well as for screenplay writers. <s> BIB002 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Plot Structure and Constrained Space <s> Producing plays, films or animations is a complex and expensive process involving various professionals and media. Our proposed software system, SceneMaker, aims to facilitate this creative process by automatically interpreting natural language film/play scripts and generating multimodal, animated scenes from them. During generation of story content, SceneMaker will give particular attention to emotional aspects and their reflection in fluency and manner of actions, body posture, facial expressions, speech, scene composition, timing, lighting, music and camera work. Related literature and software on Natural Language Processing, in particular textual affect sensing, affective embodied agents, visualisation of 3D scenes and digital cinematography are reviewed. In relation to other work, SceneMaker will present a genre-specific text-to-animation methodology which combines all relevant expressive modalities and is made accessible via web-based and mobile platforms. In conclusion, SceneMaker will enhance the communication of creative ideas providing quick pre-visualisations of scenes. <s> BIB003 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Plot Structure and Constrained Space <s> Computer role playing games engage players through interleaved story and open-ended game play. We present an approach to procedurally generating, rendering, and making playable novel games based on a priori unknown story structures. These stories may be authored by humans or by computational story generation systems. Our approach couples player, designer, and algorithm to generate a novel game using preferences for game play style, general design aesthetics, and a novel story structure. Our approach is implemented in Game Forge, a system that uses search-based optimization to find and render a novel game world configuration that supports a sequence of plot points plus play style preferences. Additionally, Game Forge supports execution of the game through reactive control of game world logic and non-player character behavior. <s> BIB004 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Plot Structure and Constrained Space <s> In recent years, the use of computer-based simulations in the transportation domain has become increasingly important to analyze and test measures for Intelligent Transport System (ITS) policies. Simulators were built to address several aspects of transport, including traffic, driving experience, and pedestrian behavior. However, as the majority of available simulators are single-user stand-alone systems, traffic engineers cannot easily analyze more complex phenomena, such as the interaction between multiple human drivers or pedestrians. Furthermore, this limitation makes it difficult to collect large-scale behavioral data, which is necessary to draw valid conclusions on driving behavior. Emerging virtual world technology offers a convenient alternative. As a networked multi-user framework that allows users to immerse in the virtual world via a graphical self-representation (an 'avatar'), it allows to develop integrated simulation applications that are conveniently accessible by Internet. In this paper, we present OpenEnergySim, a virtual world based visualization application that integrates traffic simulation and immersive multi-user driving. <s> BIB005 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> B. Plot Structure and Constrained Space <s> Serious games became an important device for increasing the awareness of issues that are important to society. One such issue is the environmental impact of driving. To support the training and wide promotion of eco-friendly driving, an appropriate platform and tools are needed. In this paper, we present the Scenario Markup Language (SML), a simple yet expressive language for authoring realistic traffic situations. This effort is part of a novel framework for automatically generating complex scenarios in the transport domain. In particular, SML facilitates the scripting of behavioral driver studies in multi-user online three-dimensional (3D) virtual worlds. <s> BIB006
SCRIPTVIZ BIB002 is a movie script visualization tool which takes authored movie script templates and automatically generates an animated 3-D visualization of this space. The plot is structured as a sequence of well-formed scene descriptions, and the author is restricted to working within this structure. The system automatically parses each scene into a high-level plan containing all necessary information needed for the final scene. The system then automatically creates characters, locations, and props relating to the script. The resulting animation is rendered in real time, and elements such as spatial arrangement of characters may be edited by the author, allowing for a mixed-initiative approach in which the author may still exert some control over the space generation. Similar script visualization tools have been proposed for film BIB003 , and television  , all involving the same steps of taking the manually authored plot, extracting the basic space requirements and constraints using the plot, and automating the remaining space generation within a visual environment. The Skyrim RADIANT QUEST [80] system allows new characters or items to be automatically created and placed within the game world upon the creation of a quest. A RADIANT QUEST is a plot structure which must be manually authored; however, the author uses only roles instead of characters. When generating the quest in a game, the roles are filled with either current characters and items, or by automatically creating new characters/items which are then placed into the game world. GAMEFORGE BIB004 is a space generation system for roleplaying games that takes a story as an input and outputs a valid space. A story in GAMEFORGE is represented as a sequence of plot points, as well as the initial state of the space, which includes all the existents. GAMEFORGE then uses a genetic algorithm to create potential spaces, which contain the initial state provided by the author, but also complete terrain, cities, and other features necessary for a fully realized game world. The fitness function for the genetic algorithm is customizable and can be used to favor spaces with certain features, for example, size and number places the interactor may visit, etc. GAMEFORGE is interesting in that it is largely a procedural game-world generator; however, it uses the story as a set of constraints that must be realized in the final world. The previously described systems have been largely designed to achieve artistic purposes. However, space generation also has an impact in more scientifically oriented simulations. Here, the term scenario is used over story. However, the general definition of scenarios is the same as our definition of story so we use the terms interchangeably. We avoid a large discussion of such systems here, focusing instead on a few noteworthy examples. OPENENERGYSIM BIB005 is a simulation program for simulating road traffic and, more specifically, the impact of different traffic scenarios on the environment. The plot of such traffic scenarios must be reasonably specific, in order to provide the simulation with an accurate evaluation of the environmental impact. To facilitate the development of such scenarios, a scenario markup language BIB006 was developed. The markup language allowed the authors to manually author scenarios from a high-level point of view, focusing specifically on the important events which need to occur and when these events will occur. The system then takes these high-level events and generates the required space for such events to occur. This may include generating cars, traffic, and pedestrians and then laying out these objects within the space. The simulator must also generate the appropriate movements of each object needed for the simulation, for example, drunken drivers must swerve as they move and crashes must involve two cars colliding. CARSIM BIB001 is an analysis tool for taking car accident analysis reports and converting them into 3-D reproductions of the crash. CARSIM accepts the crash reports in natural language format. The system then processes the report and converts it into a structured set of events, the plot, which may be understood by the system. By allowing a natural language input, CARSIM provides a better mixed-initiative environment in which the author may communicate naturally using natural language and the computer automates the conversion of this text into the more rigid structure needed for generation. The space is generated based on the plot structure, which in essence contains the scene information (weather, time of day, etc.), the road objects, and the collisions between these road objects. The resulting crash is animated within the 3-D reconstruction of this space. Charles et al. devised a system for medical use in which patient education documents are converted into simple interactive narratives  . The goals of such a system are that presenting the documents in an interactive and visual manner will be easier for the patient to follow and understand. In this system, the space is built up according to which actions and interactions the patient will be able to perform within the system. This includes locations, procedures, objects, and characters, generated into an interactive environment.