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Identifying Annotations for Adventure Game Generation from Fiction Text

机译:识别来自小说文本的冒险游戏的注释

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摘要

Recent advancements in Text-toScene research have lead to the development of systems which automatically extract key concepts from the text of a fiction book and generate computer animated movies depicting the story. Extracting such annotations from raw fiction text is a laborious process and so in this work we evaluate appropriate candidates to serve as the basis for the required annotations for generating interactive virtual worlds. We validate our choice by generating adventure games: interactive virtual worlds which create a stylized representation of the environment described in the text, populate it with characters related to the story and define game goals related to the plot of the fiction story. Our prototype produces a fully playable game, making use of an existing open-source game engine. The process is evaluated using user tests in which participants are asked to measure the accuracy with which the game represents the events, characters and goals described in the story. The response indicates that the chosen annotation set is sufficient to define a game that is a plausibly acceptable representation of the text.
机译:文本研究的最新进步导致系统的开发,系统从小说书的文本中提取关键概念并生成描绘故事的计算机动画电影。从原始小说文本提取这种注释是一个费力的过程,因此在这项工作中,我们评估适当的候选人作为产生互动虚拟世界所需注释的基础。我们通过生成冒险游戏来验证我们的选择:互动虚拟世界,它创建文本中描述的环境的风格化表示,填充它与故事相关的字符,并定义与小说故事的情节相关的游戏目标。我们的原型会产生完全可玩的游戏,利用现有的开源游戏引擎。使用用户测试评估该过程,其中要求参与者测量游戏代表故事中描述的事件,字符和目标的准确性。响应表明所选择的注释集足以定义作为文本的合理可接受的表示的游戏。

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