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Modelling a storyworld based on finite states


Finite States Basics

This modeling process is demonstrated on the SceneMaker system which uses the general approach of state machines.

SceneMaker System Description

SceneMaker is based on Finite State Machines (FSM). The authoring tool allows authors to use a graphical programming interface to create the structure of the story (see figure below).

SceneMaker01

This structure is called sceneflow (upper part in figure below) and is a hierarchical and concurrent state chart specifying the narrative structure of a dialogue and the interaction with the user. The separation of dialogue content and dialogue logic is a central authoring paradigm for SceneMaker allowing the independent creation and modification of both. The dialogue content is represented as scenescript (lower part in figure below) and resembles a multimodal movie script containing the verbal statements, gestures, postures and facial expressions (each depending on the chosen kind of visualization) of the characters.

SceneMaker02

The modular architecture of SceneMaker makes it possible to attach different kinds of input and output modules. In the Summerschool workshop a typing input interface and a text output interface that was also able to show pictures and play sound and video files was used for the final story. To show the abilities of SceneMaker an example scenario with a beergarden in a 3d environment was demonstrated (see figure below).

SceneMaker03




by Dr. Radut.