USING AGENTS TO ASSIST SPECTATORS TO
ORIENT IN INTERACTIVE DRAMATURGY
Vladan Zdravkovic’
University of Gävle, Sweden
ABSTRACT
Non-linear and interactive
dramaturgy and story telling can present problems to inexperienced spectators.
Younger generations, familiar with computer games, multimedia and Internet are
more or less successful in navigation through interactive and non-linear story
telling. But people not used to new technology could have problems in
orientation as well in reception of content. Even perception could be
difficult. We propose a new method for help, as a necessary tool for
interactive film and TV applications. The tool is based on agents. In this
version an agent is dedicated to specific DVD content, but in the future it
could be developed for wide use, as a global agent for non-linear contents. We
suggest several solutions, depending on the age, experience and preferences of
the users. Users with different levels of skill and experience should have
different types of agent.
Introduction
Present discussions show that DVD authors don’t use the potentials of DVD interactivity [3]. Research into Web communication concerning interactive aspects of the Web shows up problems in users’ navigation and usage of interactive features [13], [1]. Research in human computer interactions [10] shows that users could have problems using animated agents. Problems could be anxiety and bad task performance. Research in media equation shows that human – media communication has depended on way of media performance and that people equate media as a humans [9]. The DVD video market is faced with several obstacles. The first is that users are familiar with ways of looking at VHS tapes that offer linear dramaturgy and implement two-way linear navigation. DVD video has a strong potential, especially in interactivity, but most users don’t know how to use this opportunity. The easiest way to enable them to use it would be to use an agent. But what should the agent look like? Could we build an agent upon different users' preferences? Could our agent cope with different users' age, gender and geographic location? Finally should the agent be animated or static? The literature shows that the use of agents has its advantages and disadvantages [1], [10]. Another big problem is the way of using agents in DVD applications. Most of DVD videos have interactive aspects only in the menu level, not in the content level. There are still very rear interactive films or videos so usage of that kind of interactivity is not even in the development. During the last year we are developing two DVD video projects based on interactive and non-linear dramaturgy structure. The first is Babylon – an interactive film, another is Atlantis - a computer animation – feature - documentary interactive film.
Atlantis
Atlantis is an interactive
film directed by X, which contains 3D-computer animation, feature and
documentary material. It has 3 different beginnings, more then
25 choices during the film, and 5 different ends. The film is currently in production.
42 minutes of animation have been done by studio Wonderland, and during the
summer of 2002 the documentary part of the film will be produced. During the autumn 2002, filming with actors
will be carried out. Finally, in the winter complete postproduction for
interactive and linear versions will be ready. From the interactive film will
be taken 4 linear derivatives for cinema and video distribution. In the DVD
version 6 different animated characters will help to spectator in navigation
through menus as well as in watching the movie. During watching, the area in
the bottom left-hand part of the screen will be devoted to the signal for
Interactivity. Choosing of path of interactivity could be done with or without
one of 6 interactive agents. From the start of the DVD, Agent number 1 – the
Boy will turn on in case the spectator asks for his help. At this moment, the
spectator could choose to continue with the Boy or change to Neva, Adam, the
Dolphin, the Fish or the Monster - five other agents. Spectators will also be
able to choose to continue without agent help. During the film, the agent
appears if the spectator chosen the agent’s appearance from the start.
Otherwise, the agent does not appear, but if the spectator twice in succession
presses any button that is illogical or does not make sense, the agent chosen
from the start of the DVD (or the Boy if no one agent is chosen) will appear.
Babylon
Babylon is the first feature
film based on an interactive manifest [14]. The spectator will be able to see
128 different versions (different in some important aspects) and more than 500
other versions different from the main 128 versions in smaller details (mostly
sound). The target viewing media is DVD or some other similar media. But it
could be seen in cinema or TV on classical - linear way. That is possible
thanks to the fact that film has its linear derivatives. There are 9 linear
derivatives, two of them are finished, and we are in process of finalizing the
next 3. The others need additional filming that needs to be completed. Every of
those 9 linear versions have 3 subversions (with smaller differences like
different endings, that makes a total of 27 linear versions.) Any spectator
viewing the film could choose from several types of music, which make the film
more or less dramatic, increase or diminish the suspense, make the film sad or
happy. That kind of interactivity is reflected in “sub-versions”. In future,
the spectator could choose his own music and implement it into the movie. That
is not possible now, but in next year, that will be one of the spectator
possibilities. Spectators could choose all the aspects: type of film, even
genre, atmosphere, main character, way of developing the story, the beginning
and the ending of the film. The target viewing media for such film is
interactive film theatre, but it could also be viewed in ordinary cinemas (just
linear versions). Two derivatives Babylon - North Cup and Babylon - Keep
Walking have been made in accordance with Dogme 95 film rules. The DVD release
will have no animated agents, but it will have a voice agent. Regarding the
voice agent, the spectator will be able to choose between 3 different voices
and 3 languages.
PROBLEMS
Spectators are not familiar
with interactive films and video so the main obstacle regarding such projects
is to find the way that spectators will use the advantages of interactivity in
DVD video. Even when the spectator is an experienced computer user, aspects in
interactive story telling are not familiar. The spectator should be aware of
the potentials of interactive dramaturgy and how to exploit non-linearity
maximally. Several questions arise. How will spectators be informed that places
of interactivity occur, without disturbing the flow of story? How will the
warning of interactive potentials (hot spot) be presented to them? How long
they will be able to react when they are aware that they can? The solution is
the introduction of an agent that will help the spectator in navigation, not
just through these places, but also through navigation in the whole film.
Human
To Media Interaction Aspects
decided to implement animated agents as a
solution for improving communicational aspects. In Babylon, we don't implement
an animated agent because of the lack of funds necessary for building a model
and its animation. We defined different voices and visual appearances so as to
have adequate agent for different kinds of users. We divided users into 3
groups on the basis of their experience in working with interactive
applications and familiarity with interactive dramaturgy. We defined them in
subgroups of masculine - feminine (although there are 4 male and 2 female)
users. Besides physical appearance and voice, we chose the agent's gestures and
motions – they were animated in different ways in order to distinguish them. We
started from the agent no. 1 - the Boy. Searching for the right voice, gestures
and motion we find that a minimum of six different agents is necessary for
successful implementation. We chose to distinguish two user characteristics,
although literature suggests more factors. The main reason is the fact that
funds and time didn't allow more characters, so our framework should fulfill
the number six. Although we planned from the start to distinguish other
characteristic regarding different psychological types of learning, we decided
to keep experience as the main factor. In that sense, we divided potential
users into 3 groups: beginners, users with some knowledge, and experienced
users. For beginners, we targeted Adam and Eva, agents with humanoid faces,
smooth motions and human gestures. Their voices are gentle and explanations are
broad. For users with some knowledge, we targeted Fish and Dolphin. They are
faster in motion and gestures. Their voices are less gentle and tempo of speaking
and explaining are faster. For experienced users, we targeted Monster and Boy.
We didn't opt for a female character (although the Boy has motions and somewhat
feminine gestures) because of the results from Reeves and Nass [9] pp 164. They
state that male-voiced computers (we are applying that on DVD) are seen as more
knowledgeable about technical subjects then female-voiced, and evaluation from
a male -voice is taken more seriously. The Monster was chosen because we wish
to add an additional humorous aspect in communication with the experienced
user. The reason for that is problems that especially experienced users could
have regarding the use of agents, as stated in the introduction. During
internal testing, only the agent “Monster” wasn’t evaluated negatively by the
experienced users. The Monster has a strong voice, with auto parody elements
and violent gestures and motion. The Boy has also elements of self-parody in
his gestures and his characteristics could be described as those of a comical
TV commentator.
Media
Aspects
The complexity of
interactive dramaturgy makes sense if spectators have benefits. The idea with
interactivity in Atlantis and Babylon is to provide a film closer to
spectators' tastes and moods. Also, using an agent should be amusing, bringing
a sense of adventure and play. An agent shouldn't disturb all the other aspects
of the film as a linear form. And that is impossible. The introduction of a
toolbar or even a signal that interactive moments are enabled, a so called “hot
spot”, brings awareness to the spectator. Also, the time of making the decision
reduces spectators’ concentration on structures projected at that time. An even
worst solution would be to stop the structure and leave an unlimited amount of
time, where the film would be arrested. The solution that we implemented is the
spectators' ability to change interactive paths all the time, until the new
interactive choice comes. So, even when the time for the interactive place has
passed, the spectator can make a hyper jump and go to another interactive path.
If the spectator wishes, she or he could turn off many interactive,
linear-looking versions offered from the many linear versions, and choose
another aspect of the film before its projection.
Navigation
Aspects
The first problem in
interactive films is that spectators are not familiar with interactive films.
Although most spectators are familiar with interactivity in using computers,
most spectators are not familiar with DVD abilities. An agent seems a natural
choice to assist the orientation of spectators in interactive structures. The
use of an agent starts with instructions for using a toolbar and choosing
interactive paths. It is not yet clear whether it is better to use animated
agents, as in Atlantis, or simple voice agents, as in Babylon. This remains to
be tested, but in the final instance, the decision could be left to the
spectator, who would be able to choose from several forms of appearance. The
final implementation of Atlantis will have incorporated agents in the form of
bodiless agent for users who prefer not to use agents. An agent also helps in
different problems related to non-linear storytelling, as a reminder for parts
that have already passed, as helper in choosing a part where the application
doesn't specify what the different possibilities are, and so on. An agent could
indicate all the dramaturgical aspects of the chosen interactive path and offer
reminders regarding the story, characters and all aspects that could be of
interest to spectators. Finally, agents could exchange experiences over the
Internet and show spectators the experiences of other users.
cONCLUSIONS
The model hasn't been
properly tested yet, as the films are not ready, but on the basis of internal
testing, it shows advantages, especially in the start of the DVD, during
navigation, and in choosing an interactive path, especially for the
inexperienced user. Proficient users didn't remark on the advantages in using
an agent. The full testing is schedule for December 2001, but some appreciation
has been found after internal testing. DVD needs at least three different types
of agents, with different appearances and ways of helping spectators.
Spectators should be able to configure the agent at the start of the
application, ideally at the installation of the DVD device. The DVD standard
committee should create a simple standard, where basic information about users’
preferences would be stored in the DVD. When the new DVD video starts, the
video application should have information from the DVD player and make a basic
initialization autonomously. In that initialization, the application should
configure the user’s preferences regarding the agent's appearance and different
information already available from the menu, such as language, subtitles, skipping
trailers from the start, immediately starting the film, starting with the
biography, starting with commentaries.
Future
Investigations
In Atlantis, the agents are
used as pre-rendered animation. Using of MPEG 7 support object control and with
the ability of better definition of virtual characters, the animation will be
rendered in real time. It will allow users to define on their own all the
aspects regarding the appearance of the agent, such as his shape, size, texture
and place on the screen, his motion, and eventually, the camera's motion.
Future applications, especially interactive films, could have use of this, as
users would be able to create an agent in accordance with their own wish.
Additional investigation is necessary in psychological studies regarding the
best possible use of agents
LITERATURE
1. Cassell, Justin,
Sullivan Joseph, Prevost, Scott & Elizabeth, Churchill, (Ed) (2000). Embodied Conversational Agents, MIT
Press, Cambridge, (375-398).
2. CHI 2001 Conference Proceedings. (2001). ACM –
CHI, New York.
3. DVD Report, (2001). 6 (18), (1-2).
4.
Heim, Michael (1998). Virtual Realism, Oxford University Press, New York.
5. Kender, J.R.
& Yeo, B.L. (1998). Video Scene
segmentation via Continuous Video Coherence, CVPR 1998, CVPR, Santa
Barbara.
6. Luger, George F.
& Stubbleifield, William A. (1998). Artificial
Intelligence, Addison-Wesley, Harlow.
7. Moser, Mary Anne
(Ed.). (1996) Immersed in Technology. Art
and Virtual Environments, MIT press, Cambridge.
8. Norman, Donald.
(1993). Things that Make Us Smart,
Parceus Books, Reading.
9.
Reeves,
Byron & Nass, Clifford. (1996). The
Media Equation, Cambridge University Press, Cambridge.
10. Rickenberg, Raoul
& Reeves, Byron, The CHI 2000
Conference Proceedings, The Hague 2000, ACM – CHI, New York, (49 -56).
11. Russel, Stuart
& Peter, Norving. (1995). Artifical
Intelligence A Modern Approach, Prentice Hall, Upper Saddle River.
12.
Vicer,
Dan. (2001). Hyperactive and Interactive
Literature, Multimedia, Belgrade.
13.
Zdravkovic, Vladan (2000). Proceedings IWALT 2000, IEEE, Los
Alamitos, (296-298).
14. Zdravkovic,
Vladan. (1998). Interactive Art -
Manifest, AFPC, Zuid-Scarwoude, (5).