A Survey on Story Generation Techniques for Authoring Computational Narratives <s> A. Manual Plot and Manual Space 1) Authoring Tools for Interactive Stories: <s> The Argaman virtual reality software suite is an innovative, unique solution providing an immersive virtual reality therapeutic system for treatment of PTSD (post- traumatic stress disorder) in people who witnessed or suffered terror attacks or other traumatic experiences. The flexible design of the tool enables custom reconstruction of the scenery as well as specific events for each patient. The complete treatment system projects the therapist into the virtual scene, thus highly improving the overall impact of the treatment. The system editor rapidly simulates in 3D the audio-visual environment where the trauma occurred and provides life-like avatars that imitate people in that vicinity. When using the system, the patient can gradually process the experience with the help of a professional therapist, construct new memories of alternative scenarios, and deal with previously suppressed emotions and cognitions. A central and unique feature of the system is its ability to insert, in real-time, the therapist or other players into the virtual scene, by digitally processing a live video stream according to the blue- screen technique. This process ensures that the concept of personal care in therapy is extended into the virtual world. <s> BIB001 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> A. Manual Plot and Manual Space 1) Authoring Tools for Interactive Stories: <s> Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the Scratch programming language and environment support this goal. <s> BIB002 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> A. Manual Plot and Manual Space 1) Authoring Tools for Interactive Stories: <s> Several methods have been proposed to treat combat veterans with posttraumatic stress disorder (PTSD). Still, a recent review reports on high drop-out and non response rates. This has motivated work into the design of a software application to support and to increase the appeal of traditional face-to-face trauma-focused psychotherapy. The research followed a situated cognitive engineering approach, which included a domain analysis, scenarios and claims analysis based on experts reviews (N=10), user evaluations, and a case study. This resulted in the identification of nine core application functions: (1) provide a flexible way of storytelling, (2) provide a structured way of storytelling, (3) prevent losing track of changed and added events, (4) ensure patient trust, (5) ensure usage for therapists with different backgrounds, (6) ensuring awareness of treatment, (7) provide a personal approach, (8) prevent unexpected exposure to emotional material, (9) and ensure appealing and motivating approach throughout the therapy. These functions formed the basis for the design of a military multi-modal memory restructuring (Military - 3MR) system, which focuses on restructuring and relearning of past events. The system allows patient and therapist to visualise past events using personal photos, narrative text, online geographical maps, webcam snapshots, and patient created 3D virtual worlds. Results of the usability evaluation (N=18) suggests key design features such as the time line, content manage, and the 3D world editor, of an acceptable perceived usability level. Results of a storytelling experiment (N=18) between telling an autobiographical story with or without Military-3MR system, found that with the system, time referencing and event description were more precise, and a smaller time period in the story was covered. In the case study, the veteran suffering from combat-related PTSD was pleased with the system and felt encouraged talking about his past events. <s> BIB003 </s> A Survey on Story Generation Techniques for Authoring Computational Narratives <s> A. Manual Plot and Manual Space 1) Authoring Tools for Interactive Stories: <s> Narrative Exposure Therapy (NET; Schauer, Neuner, Elbert 2005/2011) is an evidence-based treatment for trauma spectrum disorders in adult and child survivors of multiple stressors with complex trauma histories. NET was originally developed to treat survivors of war, terror, torture, and abuse. Since oral narratives are an integral part of every human culture worldwide, and imaginal exposure is proven to be a first-line treatment in trauma spectrum disorders, NET ensures healing of trauma symptoms through these components. The testimony approach that is inherent in this treatment enables the survivors to reclaim their life stories and also assists societal repair. Based on these principles, it has been shown that individuals from diverse backgrounds with a high trauma load and broken lifelines, suffering from traumatic stress, significantly benefit from NET. Working through an individual's biography facilitates recognition of the interrelated emotional networks of experiences in cases of multiple, repeated, or continuous trauma and hardship. This helps to build episodic memory and contextual indexing, fosters a sense of identity, and gives deep personal understanding of schemas and social emotions that have evolved across the lifespan. Revisiting and processing socially painful situations whilst supported by active, empathic listening allows for a corrective and healing relationship experience and integration. Subsequently disturbing symptoms significantly decline and the overall health and immune functions as well as social and occupational functionality increase. In Narrative Exposure work survivors can find meaning, testify to human rights violations, regain dignity, and satisfy the need for acknowledgment and validation. <s> BIB004
Interactive stories are stories wherein the interactor plays a role in the development of the plot and has influence over the space. Two such examples are hypertext and interactive fiction (IF) stories, which differ mainly at the level of interaction. In hypertext, control is given over the selection of events in the plot by having certain points within the story where the next event can be chosen from a number of options. IF stories allow the interactor to insert events into the plot, by means of a parser. Many authoring tools for hypertext  ,  or IF stories  do not restrict any form of plot or space structure, allowing the author to structure the story as they see fit. 2) Authoring Tools for Educational Purposes: A complaint about many story authoring systems is that their complexity inhibits their acceptance by nonexperts and artists, even though they are often considered the target audience of these systems. However, the complexity inherent to computational narratives can be exploited in such a way that trying to author a narrative also involves learning programming skills. The purpose of these authoring tools lies not in what is created, but in how it is created, and what is learned in this process. Two such examples are STORYTELLING ALICE  and SCRATCH BIB002 ; neither example contains any form of space or plot automation, but both explicitly position themselves as having a storytelling intent, although their true intent is to teach programming skills. 3) Authoring Tools for Therapy: Story authoring has also been assumed to be of therapeutic use for treating certain disorders. Narrative exposure therapy (NET) refers to the treatment of posttraumatic stress disorder by allowing the patient to retell events from their life in a narrative manner, often with visual aids BIB004 . For these purposes, as with the educational systems, the process of creating the narrative is as important as the narrative itself. ARGAMAN BIB001 and the MULTIMODAL MEMORY RESTRUCTURING SYSTEM BIB003 both involve the patient manually recreating their memories as narratives as part of the therapy. Both make their storytelling intent clear; however, the focus is mostly on defining a space from memory, while the events are discussed more personally between the patient and therapist.