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R. Michael Young [4]R. M. Young [1]
  1.  11
    Using Grice's maxim of Quantity to select the content of plan descriptions.R. Michael Young - 1999 - Artificial Intelligence 115 (2):215-256.
  2. Italian Geography in Horace.R. M. Young - 1942 - Classical Weekly 36:158-159.
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  3.  27
    Story and discourse: A bipartite model of narrative generation in virtual worlds.R. Michael Young - 2007 - Interaction Studies 8 (2):177-208.
    In this paper, we set out a basic approach to the modeling of narrative in interactive virtual worlds. This approach adopts a bipartite model taken from narrative theory, in which narrative is composed ofstoryanddiscourse. In our approach, story elements — plot and character — are defined in terms of plans that drive the dynamics of a virtual environment. Discourse elements — the narrative’s communicative actions — are defined in terms of discourse plans whose communicative goals include conveying the story world (...)
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  4.  14
    Story and discourse: A bipartite model of narrative generation in virtual worlds.R. Michael Young - 2007 - Interaction Studiesinteraction Studies Social Behaviour and Communication in Biological and Artificial Systems 8 (2):177-208.
    In this paper, we set out a basic approach to the modeling of narrative in interactive virtual worlds. This approach adopts a bipartite model taken from narrative theory, in which narrative is composed ofstoryanddiscourse. In our approach, story elements — plot and character — are defined in terms of plans that drive the dynamics of a virtual environment. Discourse elements — the narrative’s communicative actions — are defined in terms of discourse plans whose communicative goals include conveying the story world (...)
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  5.  10
    Story and discourse.R. Michael Young - 2007 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 8 (2):177-208.
    In this paper, we set out a basic approach to the modeling of narrative in interactive virtual worlds. This approach adopts a bipartite model taken from narrative theory, in which narrative is composed of story and discourse. In our approach, story elements — plot and character — are defined in terms of plans that drive the dynamics of a virtual environment. Discourse elements — the narrative’s communicative actions — are defined in terms of discourse plans whose communicative goals include conveying (...)
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