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Analysis of Japanese folktales for the purpose of story generation

Published: 10 September 2008 Publication History

Abstract

We are developing an interactive folktale system in which users can enjoy both the generation of Japanese folktales as well as interaction with the system. In order to generate any kind of Japanese folktale, the system must give each character appearing in the folktales the ability to achieve a sufficient number of motions. To determine the number of motions that need to be prepared for the system, we carried out an analysis of the verbs that appear in Japanese folktales. Based on the analysis of 50 representative Japanese folktales, we found that the total number of verbs used is more than 2,000. By deleting the overlap of verbs in different folktales, while giving consideration to their meanings in actual usage, the number decreased to about 900. In addition, by restricting the verbs to those that can be expressed by computer graphics, the total number of verbs further decreased to about 100. Then we carried out experiments on generating various scenes of Japanese folktales by using several motion sets, each of which is a subset of the 100 motions corresponding to the reduced verbs. Finally, we evaluated the least number of animations needed to generate animations of sufficient quality.

References

[1]
Miyazaki, K., Nagai, Y., Bosser, A. G., and Nakatsu, R. 2006. Architecture of an Authoring System to Support the Creation of Interactive Contents. Entertainment Computing -- ICEC2006, Springer LNCS 4161, pp. 165--174.
[2]
Miyazaki, K., Nagai, Y., Wama, T., and Nakatsu, R. 2007. Concept and Construction of An Interactive Folktale System. Proceedings of ICEC2007, Springer LNCS 4740, pp. 162--170.
[3]
Murray, J. 1997. Hamlet on the Holodeck, The Free Press.
[4]
Swartout, W., et al. 2001. Toward the Holodeck: Integrating Graphics, Sound, Character and Story. Proceedings of the Autonomous Agents 2001 Conference.
[5]
Mateas, M. and Stern, A. 2000. Socially Intelligent Agents: The Human in the Loop. AAAI Fall Symposium.
[6]
Young, R. M. 2000. Creating Interactive Narrative Structures: The Potential for AI Approaches. AAAI Spring Symposium in Artificial Intelligence and Interactive Entertainment, AAAI Press.
[7]
Charles, F., and Cavazza, M. 2004. Exploring Scalability of Character-based Storytelling. Proceedings of ACM AAMAS'04.
[8]
Prop, V. 1968. Morphology of the Folktale. University of Texas Press.
[9]
100 Japanese Folktales, Kodansha (in Japanese) 1997.

Cited By

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  • (2020)A Discrete-Event Simulation of Claude Lévi-Strauss’ Structural Analysis of Myths Based on Symmetry and Double Twist TransformationsSymmetry10.3390/sym1210170612:10(1706)Online publication date: 16-Oct-2020
  • (2011)Composition of Japanese folk-tales based on STRIPS-like frameworkProceedings of the 15th international conference on Knowledge-based and intelligent information and engineering systems - Volume Part IV10.5555/2041497.2041500(14-23)Online publication date: 12-Sep-2011
  • (2011)Composition of Japanese Folk-Tales Based on STRIPS-Like FrameworkKnowledge-Based and Intelligent Information and Engineering Systems10.1007/978-3-642-23866-6_2(14-23)Online publication date: 2011

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cover image ACM Conferences
DIMEA '08: Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
September 2008
551 pages
ISBN:9781605582481
DOI:10.1145/1413634
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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New York, NY, United States

Publication History

Published: 10 September 2008

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Author Tags

  1. animation
  2. folktale
  3. story analysis
  4. story generation

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DIMEA '08 Paper Acceptance Rate 59 of 77 submissions, 77%;
Overall Acceptance Rate 59 of 77 submissions, 77%

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Cited By

View all
  • (2020)A Discrete-Event Simulation of Claude Lévi-Strauss’ Structural Analysis of Myths Based on Symmetry and Double Twist TransformationsSymmetry10.3390/sym1210170612:10(1706)Online publication date: 16-Oct-2020
  • (2011)Composition of Japanese folk-tales based on STRIPS-like frameworkProceedings of the 15th international conference on Knowledge-based and intelligent information and engineering systems - Volume Part IV10.5555/2041497.2041500(14-23)Online publication date: 12-Sep-2011
  • (2011)Composition of Japanese Folk-Tales Based on STRIPS-Like FrameworkKnowledge-Based and Intelligent Information and Engineering Systems10.1007/978-3-642-23866-6_2(14-23)Online publication date: 2011

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