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Designing User-Character Dialog in Interactive Narratives: An Exploratory Experiment

机译:在交互式叙事中设计用户角色对话框:探索性实验

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摘要

Through interaction with the virtual environment and virtual characters, users are able to influence the storyline of many games. The design choice for the style of interactivity can thereby have a crucial influence on the user's experience. However, only a few approaches evaluate different interaction modalities for one system to investigate the impact of design choice on the users' experience. In this paper, we present an experimental approach in which we first reflect on design alternatives concerning a specific element of interactive narratives—user-character dialog—and then investigate user responses to different design options (round-based dialog versus continuous dialog). Results of an experimental evaluation study show that users tend to prefer continuous interaction in a soap-opera-like game environment using typed text input to communicate with virtual characters that act and react using speech output, although the recognition rate of user utterances of the continuous version was slightly worse compared to the round-based version.
机译:通过与虚拟环境和虚拟角色的交互,用户可以影响许多游戏的故事情节。交互风格的设计选择可能因此对用户的体验产生至关重要的影响。但是,只有少数几种方法评估一个系统的不同交互方式,以调查设计选择对用户体验的影响。在本文中,我们提供了一种实验方法,在该方法中,我们首先思考与交互式叙事的特定元素有关的设计替代方案-用户-字符对话框,然后研究用户对不同设计选项的响应(基于回合的对话框还是连续的对话框)。实验评估研究的结果表明,用户喜欢在类似于肥皂剧的游戏环境中使用键入的文本输入来与使用语音输出进行动作和做出反应的虚拟角色进行交流,尽管该用户对连续发音的识别率很高与基于轮次的版本相比,该版本稍差一些。

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