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.
Chapter PDF
References
Miyazaki, K., Nagai, Y., Bosser, A.G., Nakatsu, R.: Architecture of an Authoring System to Support the Creation of Interactive Contents. In: Harper, R., Rauterberg, M., Combetto, M. (eds.) ICEC 2006. LNCS, vol. 4161, pp. 165–174. Springer, Heidelberg (2006)
Miyazaki, K., Nagai, Y., Wama, T., Nakatsu, R.: Concept and Construction of An Interactive Folktale System. In: Ma, L., Rauterberg, M., Nakatsu, R. (eds.) ICEC 2007. LNCS, vol. 4740, pp. 162–170. Springer, Heidelberg (2007)
Murray, J.: Hamlet on the Holodeck. The Free Press (1997)
Swartout, W., et al.: Toward the Holodeck: Integrating Graphics, Sound, Character and Story. In: Proceedings of the Autonomous Agents 2001 Conference (2001)
Mateas, M., Stern, A.: Socially Intelligent Agents: The Human in the Loop. In: AAAI Fall Symposium (2000)
Young, R.M.: Creating Interactive Narrative Structures: The Potential for AI Approaches. In: AAAI Spring Symposium in Artificial Intelligence and Interactive Entertainment. AAAI Press, Menlo Park (2000)
Charles, F., Cavazza, M.: Exploring Scalability of Character-based Storytelling. In: Proceedings of ACM AAMAS 2004 (2004)
Prop, V.: Morphology of the Folktale. University of Texas Press (1968)
100 Japanese Folktales, Kodansha (in Japanese) (1997)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2008 IFIP International Federation for Information Processing
About this paper
Cite this paper
Kato, T., Wama, T., Miyazaki, K., Nakatsu, R. (2008). Analysis of Japanese Folktales for the Purpose of Story Generation. In: Stevens, S.M., Saldamarco, S.J. (eds) Entertainment Computing - ICEC 2008. ICEC 2008. Lecture Notes in Computer Science, vol 5309. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89222-9_8
Download citation
DOI: https://doi.org/10.1007/978-3-540-89222-9_8
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-89221-2
Online ISBN: 978-3-540-89222-9
eBook Packages: Computer ScienceComputer Science (R0)