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	<entry>
		<id>https://tecfalabs.unige.ch/mediawiki-narrative/index.php?title=ISRST&amp;diff=164&amp;oldid=prev</id>
		<title>Monica Axelrad: Protected &quot;ISRST&quot; ([edit=sysop] (indefinite) [move=sysop] (indefinite)) [cascading]</title>
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		<updated>2011-01-31T16:39:51Z</updated>

		<summary type="html">&lt;p&gt;Protected &amp;quot;&lt;a href=&quot;/mediawiki-narrative/index.php?title=ISRST&quot; title=&quot;ISRST&quot;&gt;ISRST&lt;/a&gt;&amp;quot; ([edit=sysop] (indefinite) [move=sysop] (indefinite)) [cascading]&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:39, 31 January 2011&lt;/td&gt;
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&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Monica Axelrad</name></author>
	</entry>
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		<author><name>IRISwiki</name></author>
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	<entry>
		<id>https://tecfalabs.unige.ch/mediawiki-narrative/index.php?title=ISRST&amp;diff=60&amp;oldid=prev</id>
		<title>Monica Axelrad: Protected &quot;ISRST&quot; ([edit=sysop] (indefinite) [move=sysop] (indefinite))</title>
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		<updated>2009-12-07T17:11:13Z</updated>

		<summary type="html">&lt;p&gt;Protected &amp;quot;&lt;a href=&quot;/mediawiki-narrative/index.php?title=ISRST&quot; title=&quot;ISRST&quot;&gt;ISRST&lt;/a&gt;&amp;quot; ([edit=sysop] (indefinite) [move=sysop] (indefinite))&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[IRIS Wiki]] - [[Computational Models]] - &amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
ISRST (Interactive Storytelling Model using RST, a recent evolution of&lt;br /&gt;
SRST) proposes an interactive computational model wherein reasoning&lt;br /&gt;
over an instantiated conceptual framework is informed by interactive&lt;br /&gt;
input, which is not directly mapped to model constituents, but rather&lt;br /&gt;
mapped to dynamically changing global and local (i.e., agent-specific)&lt;br /&gt;
criteria for the selection of the next presentation unit of the story&lt;br /&gt;
(and thus also its evolution). ISRST promotes a strict separation of&lt;br /&gt;
concerns, keeping the visual presentation aspects distinct from event&lt;br /&gt;
sequencing determined by story reasoning carried out over an&lt;br /&gt;
ontological structure. The design of this ontological structure draws&lt;br /&gt;
heavily upon RST (Rhetorical Structure Theory) but deviates based on&lt;br /&gt;
experiences gathered with SRST to (better) accommodate desiderata of&lt;br /&gt;
interactive storytelling.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
ISRST proposes what the authors term a &amp;quot;full semantic conditioned&amp;quot;&lt;br /&gt;
storytelling model based on the organisation of events using a&lt;br /&gt;
selection of rhetorical relations identified by Rhetorical Structure&lt;br /&gt;
Theory and narrative principles.  The authors distinguish the &amp;quot;full&lt;br /&gt;
semantic conditioned&amp;quot; storytelling model from the &amp;quot;timed conditioned&amp;quot;&lt;br /&gt;
and &amp;quot;pseudo-semantic conditioned&amp;quot; applications models, where explicit&lt;br /&gt;
(wall-clock) timing information is included in the modelling and user&lt;br /&gt;
manipulations are mapped directly to reified interaction variables that&lt;br /&gt;
are constituent part of the model (see figure below).&lt;br /&gt;
&lt;br /&gt;
Quality of experience provided by &amp;quot;timed conditioned&amp;quot; models is&lt;br /&gt;
prone to issues arising because of the inherently only contingent&lt;br /&gt;
relation of timing information and interaction variables (as opposed&lt;br /&gt;
to semantically grounding devices). These issues are addressed, but&lt;br /&gt;
only to a limited extent, in so-called &amp;quot;pseudo-semantic conditioned&amp;quot;&lt;br /&gt;
models, where (typically: rhetorical) semantic event relations are&lt;br /&gt;
mapped to spatio-temporal relations by means of a fixed set of rules.&lt;br /&gt;
Thus, &amp;quot;pseudo-semantic conditioned&amp;quot; models on the one side eliminate&lt;br /&gt;
the use of timing information attributes, if with limited means; but&lt;br /&gt;
on the other they still do include interaction variables directly in&lt;br /&gt;
the definition of events, thereby interfering with the purpose of&lt;br /&gt;
explicit semantic relations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:ISRST-12-sm.png]]&lt;br /&gt;
&lt;br /&gt;
In contrast, &amp;quot;full semantic conditioned&amp;quot; models are characterised by&lt;br /&gt;
allocating interaction variables defined in the story events within&lt;br /&gt;
the very story engine, eliminating altogether their potential to&lt;br /&gt;
establish temporal relations (even if implicitly). This comes at the&lt;br /&gt;
cost common to any forsaking of &amp;quot;shallow modelling&amp;quot;, in particular the&lt;br /&gt;
renouncing of the possibility to patch limitations of the model (which&lt;br /&gt;
includes not only making up for fundamental limitations of scope of&lt;br /&gt;
the modeling approach, but also the option to provide cheaper &amp;quot;good&lt;br /&gt;
enough&amp;quot; solutions for parts of the model of very limited overall&lt;br /&gt;
impact). In addition, deployment of &amp;quot;full semantic conditioned&amp;quot; models&lt;br /&gt;
requires also to provide alternative interaction devices, in terms of&lt;br /&gt;
both, the identification of useful qualities defining the coupling of&lt;br /&gt;
the user to the story&amp;#039;s evolution, and the providing of practical&lt;br /&gt;
solutions, including the ensuring of users&amp;#039; understanding of the&lt;br /&gt;
capabilities and responsibilities they are endowed with and assigned&lt;br /&gt;
to, and the providing of suitable engineered solutions in terms of&lt;br /&gt;
user interface devices.  For this latter challenge, the authors of&lt;br /&gt;
ISRST build upon the concept of user interest as proposed by Ed Tan as&lt;br /&gt;
key performance evaluation criterion of story experience.&lt;br /&gt;
&lt;br /&gt;
The ISRST modelling approach comprises formal specifications of the&lt;br /&gt;
central notions of: story event (a minimum unit by which a story or&lt;br /&gt;
part of it can be told; due to presumed high inter-application&lt;br /&gt;
variation, any more detailed formalisation of this entity is&lt;br /&gt;
considered out of scope of the model) and related semantic relations&lt;br /&gt;
selected from the set relation types covered in rhetorical structure&lt;br /&gt;
theory (RST); story concept networks defining the directed dependency&lt;br /&gt;
links between scenes or episodes (allowing to identify existing&lt;br /&gt;
logical transitions required for a smooth flow of knowledge along a&lt;br /&gt;
dynamically generated concept path); agents and related points of view&lt;br /&gt;
(capturing the possibly differing subjective relevancies of events for&lt;br /&gt;
different agents); and nucleus and satellite events: necessary and&lt;br /&gt;
optional elements of the interactive presentation of the story.&lt;br /&gt;
&lt;br /&gt;
The ISRST ontology model comprises the classes of &amp;quot;Concept&amp;quot; (a&lt;br /&gt;
specific topic that a story or a part of it may refer to); &amp;quot;Event&amp;quot;&lt;br /&gt;
(the unit of information presentation); &amp;quot;Relation&amp;quot; (a rhetorical&lt;br /&gt;
binding between two event or scene entities expressing a specific&lt;br /&gt;
semantics); &amp;quot;Origin&amp;quot; and &amp;quot;Destination&amp;quot; defining the position of an&lt;br /&gt;
event or scene in a given relation; &amp;quot;Agent&amp;quot; (a story entity used as&lt;br /&gt;
target of user interest, see the concluding critical notes); &amp;quot;Scene&amp;quot;&lt;br /&gt;
(a minimal organisation of relations, expressed as a graph); &amp;quot;Episode&amp;quot;&lt;br /&gt;
(the object associating a scene and a concept); and &amp;quot;Story&amp;quot; (the&lt;br /&gt;
framing of a whole story in terms of one or more episodes).&lt;br /&gt;
Additional attributes and annotations are provided by auxiliary&lt;br /&gt;
classes: the single &amp;quot;EntryPoint&amp;quot; and possibly multiple &amp;quot;ExitPoint&amp;quot;s of&lt;br /&gt;
a scene; the &amp;quot;RelationType&amp;quot; name of a relation; and the&lt;br /&gt;
&amp;quot;InformationType&amp;quot; of the content of origin and destiny object of a&lt;br /&gt;
relation (in terms of nucleus or satellite).&lt;br /&gt;
&lt;br /&gt;
[[Image:ISRST-3-sm.png]]&lt;br /&gt;
&lt;br /&gt;
The scene class is one of the main changes introduced with ISRST over&lt;br /&gt;
its predecessor SRST. It marks the departure from the tree-based&lt;br /&gt;
organisation of related events inherited from RST to overcome&lt;br /&gt;
experienced issues in both, content creation (regarding flexibility&lt;br /&gt;
and clarity for the author) and support for interactivity (in terms of&lt;br /&gt;
variety of even selection, in particular regarding the possibility of&lt;br /&gt;
having multiple entry and exit points).&lt;br /&gt;
&lt;br /&gt;
===Application to Interactive Storytelling===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to the organisational aspects covered so far, ISRST also&lt;br /&gt;
implements two narrative principles describing how a story is to be&lt;br /&gt;
presented. The concept of &amp;quot;Advancing the Story&amp;quot; identifies locally&lt;br /&gt;
whereto the current position of a story can change, based on&lt;br /&gt;
&amp;quot;advancing&amp;quot; relation instances anchored to the current story position&lt;br /&gt;
(in particular, the &amp;quot;CAUSE&amp;quot; relation from RST does not figure among&lt;br /&gt;
the advancing relations, since disclosure of the cause of a given&lt;br /&gt;
state does not by itself necessarily advance the story).  This concept&lt;br /&gt;
is applied in a backward chaining manner to a given graph structure&lt;br /&gt;
created by the relation objects of a particular scene, to establish&lt;br /&gt;
the conditions by which the scenes may be traversed.&lt;br /&gt;
&lt;br /&gt;
At a global level, ISRST follows a fixed narrative structure&lt;br /&gt;
articulated in terms of story phases, each of which may be introduced&lt;br /&gt;
only by a specific rhetoric relation: story introduction (initiated by&lt;br /&gt;
the non-advancing BACKGROUND relation), story conflict (initiated by&lt;br /&gt;
the advancing CONTRAST relation), story resolution (initiated by the&lt;br /&gt;
advancing SOLUTIONHOOD resolution), and story conclusion (initiated by&lt;br /&gt;
the advancing EVALUATION relation).&lt;br /&gt;
&lt;br /&gt;
Event sequencing&lt;br /&gt;
&lt;br /&gt;
Reasoning on instantiated ISRST models is informed by loosely coupled&lt;br /&gt;
user feedback regarding their currently perceived interestingness of&lt;br /&gt;
the story (cf. Tan). Such input is computationally mapped to two&lt;br /&gt;
derived values used to direct ontological reasoning: estimated overall&lt;br /&gt;
interest, which relates to the degree of &amp;quot;user stimulation&amp;quot; in terms&lt;br /&gt;
of density of present events (which are themselves classified by&lt;br /&gt;
whether they are story-advancing or not), and identification of user&amp;#039;s&lt;br /&gt;
sympathy in specific characters. These values are used by &amp;quot;Interest&lt;br /&gt;
based tasks&amp;quot; in the event selection process, as depicted in the&lt;br /&gt;
following figure.&lt;br /&gt;
&lt;br /&gt;
[[Image:ISRST-4-sm.png]]&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The website http://ninfort.com/isrst/isrst.html provides online access to&lt;br /&gt;
&amp;quot;When Your Heart Takes Over&amp;quot;, a full-length implementation of&lt;br /&gt;
an ISRST-based interactive story that is playable on a Java enabled Web browser.&lt;br /&gt;
&lt;br /&gt;
===Critique===&lt;br /&gt;
&lt;br /&gt;
The view of storiness implemented in ISRST is strongly centred on&lt;br /&gt;
individual characters, as clearly exposed by the interpretation of&lt;br /&gt;
user interest feedback in terms of agent empathy and the related&lt;br /&gt;
promotion or demotion of candidates in the selection of events to be&lt;br /&gt;
presented. Such a stance misses out on the large narrative potential&lt;br /&gt;
of aesthetic emotions related to dynamic configurations of multiple&lt;br /&gt;
characters, as argued in Greg Smith&amp;#039;s analyses of TV series, such as&lt;br /&gt;
Seinfeld or Ally McBeal. Therein, Smith explains how user interest&lt;br /&gt;
need not necessarily be rooted in any individual character, and&lt;br /&gt;
conversely how even and exactly the performance of characters&lt;br /&gt;
considered uninteresting can instrumental for the staging of&lt;br /&gt;
encompassing situations which the user may very well be interested&lt;br /&gt;
in. Furthermore it is shown how the traditional characterisation of&lt;br /&gt;
the realm of satisfactory user experiences in terms of &amp;quot;heroes&lt;br /&gt;
actively pursuit and reaching of their goal states&amp;quot; can be expanded in&lt;br /&gt;
a principled fashion.  &lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&lt;br /&gt;
*Nakasone, A. &amp;amp; Ishizuka, M. (2006). SRST: A Storytelling Model using Rhetorical Relations. Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, Stringer LNCS 4326, Darmstadt, Germany, pp. 127-138.&lt;br /&gt;
&lt;br /&gt;
*Nakasone, A. &amp;amp; Ishizuka, M. (2006). ISRST: An Interest based Storytelling Model using Rhetorical Relations. Proc. Edutainment 2007, Springer LNCS 4469, Hong Kong, China, pp. 324-335, 2007&lt;br /&gt;
&lt;br /&gt;
*Nakasone, A., Prendinger, H. &amp;amp; Ishizuka, M. ISRST: Generating interesting multimedia stories on the Web, Applied Artificial Intelligence, forthcoming.&lt;/div&gt;</summary>
		<author><name>Monica Axelrad</name></author>
	</entry>
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