Some of the callenges:1. how to balance/combine the
use of prescripted storytelling techniques (multiple choice) and artificial
intelligence (logic, memory and algorithms.)
2. balance the number of
choices
3. what mediatypes/senses to use
4. how
concrete/abstract
(book: "The Paradox of Choice", good personal
reading, not that relevant in this project)
eksempel på nsb
talegjenkjennings-system for bilettbestilling.... ikke bra.. :-)
enkelt: si
avreisested, adesitinasjon og dato + tidspunkt....
Another example:
www.lifeswitch.org Dialog with some challenges.
christian organisation... encurages people to travet to certain destinations,
they may be pay your ticket if you work for them aome time?
Chris
Crawford: Interactive designmultiple choice stories:
-
a.b.c.d.
- a few more options and the treestructure is vastly encreased.
much more interactivity, but the quality often goes down, (and cost goes
up)
- foldback
- kill them if they stray (not user friendly, cheap in
many ways)
- obstructionist stories (sequences, but you have to get/solve
something to get to next step)
- combination (most projects tries to
combine these, link them together. monky island.)
-
linkmeshes
www.maxbaron.no/kid.html (interaction without
words)
www.screenplay.no/develop/alko_demo/
(interaction with movie)
Bots:(Artificial Intelligence)
www-ai.ijs.si/cgi-bin/eliza_script www.pandorabots.com/pandora/talk?botid=f5d922d97e345aa1
The Jack Principlesextensive dialog specufy wjat
you answered to in feedback
open ended qs.
speech output, easy to time
when user have got the feedback.
shared control.
iCi-
experience
cinematic feeling
sens of you talking to
somebody
guidelines:
- mantaining pacing
- create the
illusion of awareness
- mantaining the illusion of
awareness
Plyed Buzz (quiz-show) on playstation2.