Drax Team Plan

norkish's picture

This is what we're trying to accomplish with our story: evoke a breadth of emotion that results in a pleasurable experience. Good stories aren't always just happy stories. People want to experience a range of emotions. Our stories are designed to take the reader on a journey through highs and lows, sometimes ending in a high (success) and sometimes a low (tragedy).

The story flow idea allows a character A to progress through a series of actions with character B that affect character A either for good or bad to create the desired flow. This flow, for example, might be as follows:

Blofeld

We plan to implement a multi-modal approach for a story telling machine. That is, we forst want to generate a story with the help of the NOC list and the Scealextric. After the story is generated, we will extract the most important elements of the story to make a pictorial collage.

Right now we have separate group work and try to tackle the problem from both ends. Generating the story and preparing the code that will picture the words we will extract.

A librarian and a forest full of information

Well, well, the first day of code camp 2016 is almost over and we got lots of useful data to work with. And with lots I mean it so. I'm feeling at the moment like I was a librarian, who was being donated an avalanche of books, and has to cut his way through this overwhelming jungle of information to get all the useful bits (and of course bytes) out of it. May the metaphorical forest of tuples clear up tomorrow and give a clear sight to all the treasures in it!

Scealextric: Building Stories from Dramatic Plot Tracks

We often think of stories in terms of journeys and paths. Indeed, the classic metaphors for taking about plots are fundamentally path-based, so we talk of dramatic "twists" and unexpected "turns" in a story. Some stories are explicitly about journeys, and are often filmed as road movies (like Easy Rider and Dances with Wolves). Quest-based stories involving a search (for a ring, the holy grail, etc.) are also explicitly about the path from start to end.

Persons of Interest: A new Knowledge Base for Building "Creative" Bots

I have recently released a large knowledge-base (approx. 30k triples) of pop-culture facts and figures for the PROSECCO code-camp in Coimbra, with the intention of also using that knowledge for automated tweet generation and story-telling. This note describes the current state of the knowledge-base (which I call the NOC List, for Non-Official Characterizations List, in a nod to the McGuffin in the first Mission Impossible movie).

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