Abstract
The goal of this research and creative activity is to create an
interactive dramatic experience in immersive virtual reality. The
human participant is the protagonist of the drama, which is designed
to evoke her emotional response. The research has two interconnected
aspects; the adaptation of dramatic tools from existing narrative
media to interactive, immersive VR; and the appropriation of artificial
intelligence techniques for the creation of responsive, believable,
computer-controlled characters. I consider that intelligent agents
bring life into virtual environments and are a sine qua non for
the creation of interactive drama. I am currently collaborating
with Dave Pape, developer of the VR Authoring framework Ygdrasil,
and Stuart C. Shapiro developer of the SNePs AI system in order
to marry sophisticated VR and AI tools for this work.
Introduction
The basis of our VR dramas is the emotional terrain that we want
the participant to explore. The strategy of using an underlying
psychological substrate for drama has a substantial proponent in
Alfred Hitchcock. He explicitly prioritized the psychological, basing
his scripts around an emotionally fraught theme. He made famous
the concept of the McGuffin, a plot pretext that supplies a narrative
framework of cause, effect and continuing choice to illustrate his
characters' psychological development (or unraveling). [1] In our
case, we construct an interactive McGuffin supported by the virtual
environment and performances of the actor-agents, designed to move
the participant along an emotional roller-coaster.
Our research
group is interested in a type of dramatic experience where the user
is a peer of the actor-agents and simply another actor in the drama
-- albeit one without a script -- rather than the co-creator of
the story. We divide the drama into scenes and keep control over
the dramatic arc of the story while facilitating interaction at
the micro-level. The role of the actor-agents is to guide the human
user through virtual locations, moral choices, and emotional states
-- although the guidance may not be apparent. The agents have personalities
and simulate emotions in order to move the user along the psychological
arc of our fairly tight script. In order to be effective they must
react believably and in character. We consider the agents effective
in so far as they stimulate emotional and psychological reactions
in the user. Nath writes, "Producing a narrative is ... an
act of directly (and successively) manipulating narrative elements
to indirectly (and successively) manipulate audience knowledge,
feeling and action ..." [2] We adhere to this view of the work
of narrative and explore how it can be nevertheless experienced
as interactive and co-operative.
In this paper,
after a brief introduction of the VR dramas that drive our research,
I describe the interrelation between our dramatic strategies and
the actor-agents; discuss some underlying questions of believability
in agents; comment on the role of the participant in this endeavour;
and finish with some issues and problems we have encountered.
Virtual
Drama
Our research is driven by the production of specific virtual dramas,
The Thing Growing (1997-2001) [3], and our work in progress
The Trial The Trail. [4]
The
psychological domain of The Thing Growing is differentiating
from, yet recognizing the subject-hood of, the other. The plot pretext
is a dysfunctional love story that the project simulates between
the user and an intelligent agent, the Thing. The Thing is a real-time
animated character who speaks to the user. It does not look human,
but simulates human-like emotions and gestures. The project has
been exhibited in the US, Europe, and Japan.
The psychological
domain of The Trial The Trail is the handling of uncertainty
and the nature of trust, with respect to other people and to life
itself. The Trial The Trail has three main characters including
the user. The introduction of a third major character allows us
to investigate behaviour triggered by triangular relationships,
much of which involves two characters ganging up against one, changing
allegiances, betrayals. The project's story-scape is a surreal quest,
sometimes funny, sometimes disturbing. Two intelligent agents, Patofil
and Filopat, introduce and join with the participant in a series
of absurdist challenges. The participant's reactions are logged,
interpreted psychologically, and effect the agents' behavior, the
presentation of further challenges and the ending.
Figure 1: Filopat & Patofil at ruined chapel While
we have a complete storyboard mapped out, we have started production
on two of the main challenges/acts: act two, where the participant
is required to stealthily steal the crowns of cat-like creatures
playing in a reed bed; and act three, where Filopat has told Patofil
and the user that they must stand all-night vigil at a ruined chapel
(Figure 1). They leave the chapel in direct defiance of Filopat's
orders, and become separated. The participant hears Patofil scream
then sees her running pursued by bad guys. Some of these guys break
off and surround the participant; they taunt and push her. The sun
rises (night only lasts a few minutes in this virtual world!). Filopat
can be heard calling. The bad guys disappear.
The agents we
are creating for The Trial The Trail follow the GLAIR agent
architecture. [5] Their higher mental functions are built using
the SNePs knowledge representation and reasoning system [6], and
their embodiment and the virtual world they inhabit are built using
Ygdrasil a virtual reality authoring toolkit, the two are connected
via sockets. Ygdrasil is based on the OpenGL Performer scene-graph
and provides a framework for extension; application-specific modules
(plug-ins) may be added to define behaviours for objects or characters.
[7] The Thing Growing project and agents were entirely
built using XP, an earlier version of Ygdrasil. [8]
Relationship
of Agent to Dramatic Strategies
At bottom, our drama is not a story we are communicating but a psychological
arc we want the participant to traverse. Our basic dramatic structure,
the snare -- first discussed by Anstey et al. [9] but still evolving
-- explicitly attempts to move the participant from one emotional
state to the next along that psychological
arc.
The snare:
- sets up
situations to evoke an emotional response from the user
- provides
ways to test the user's state of mind
- is a building
block for the drama (like the acts, scenes, beats of plays and
films)
- Snares can
be nested and built into snare sequences; the entire dramatic
experience is a snare built from other snares. The role of the
agents is to support this dramatic structure.
Setting
up the snare situation
The snare situation is established by three elements: the audio-visual
design of the virtual environment; the narrative context (what has
happened previously, plus what is happening now); and the performances
of the actor-agents. The snare always includes an activity or activities
that the user is explicitly or implicitly encouraged to perform
-- something that is detectable (see next section). A prosaic but
useful function of the agents is to explain the situation and activity.
Since they are doing this in a narrative context their explanations
and instructions are not necessarily perceived as pedagogical guidance
but simply as part of the growing relationship between the user.
For example, during the vigil scene in The Trial The Trail,
the agent Patofil may suggest trying to hit the ephemeral whisps
that are floating through the environment. By playing with them
herself, she models what to do. She can also provide verbal encouragement
and help.
The important
questions here are: can, and how can, a virtual, interactive situation
provoke an emotional response in the user? VR is recognized as an
effective place of treatment for phobias, because it can evoke fearful
reactions. [10] Bernard Perron has studied how suspense and shock
play out in both cinema and interactive media, using very similar
dramatic tropes. [11] It has been argued that one role of modern story-tellers
(novelists, film-makers, game designers) is to represent the unconscious
of the reader/audience [12], and that a practical, common sense understanding
of psychology allows them to create powerful emotions in an audience.
[13] Our own experience building and exhibiting The Thing Growing,
convinces us that participants will respond psychologically and emotionally
to virtual dramatic situations. We similarly rely on practical psychology
to devise situations they will respond to.
Agents
are a core element for evoking these psychological responses. We
use them to simulate emotion in order to stimulate emotion in the
participant. For example the Thing agent in The Thing Growing
keeps the user off-balance by simulating love and fawning on her,
then simulating anger and spurning her. A pattern of blowing hot
and then cold is common in intimate relationships. We observed that
users were moved, responding with body language and utterances that
indicated typical human counter-responses; satisfaction when they
were praised; confusion, self-doubt or annoyance when they were
criticized; aggrievement when they were spurned. [14]
Dramatic twists
are used in conjunction with the emotions that the agents' simulate
in order to heighten the effect on the user. During the vigil scene
in The Trial The Trail Patofil's role is to simulate cheerful
playfulness and stimulate the user into a sense of happy security
laced with a touch of mischief- - then the bad guys attack. They
are casually aggressive. They alternate between insults, sweet-talking,
and making kissing, howling and barking noises. Common sense psychology
tells us that many people will be unnerved by a gang of virtual
bullies surrounding and taunting them. And, moreover, that we can
increase this impact if it contrasts with a previously induced happy-go-lucky
mood.
We believe that
the fact that agents in a VR system are peers in terms of size with
the human user, and can have a physical presence, adds to their
effectiveness as emotional stimulants. VR agents can get too close
to the user, can penetrate her personal space. One user described
the Thing agent thus "It's so real, dancing there in my face
..." [15] The bad guys in The Trial The Trail are
big. We are currently experimenting with ways to make them push
and jostle the user as well as simply crowding her -- we are interested
in discovering whether we can make this feel effective enough, or
whether the lack of haptic feedback will be a problem.
Testing the participant's state of mind
In order for our dramas to be effective, we must not only stimulate
emotion in the user, but provide some mechanism for detecting these
emotions, so that the agents can respond appropriately and that
subsequent scenes can take them into account. In our specific case,
we need to parlay the information from the tracking system and wand
of our VR system into interpretations of the user's state of mind.
Tracking sensors on the user's head and two hands give feedback
about their position and orientation. Information from the wand
controller consists of the state of the joystick and the three buttons
available. The snare situation needs to contain an activity that
can be detected by these devices. The activity exists in a narrative
context, so what the user does can be interpreted in the light of
that context. The agents are a crucial part of establishing feedback
loops that can reveal something about the user. For example, the
Thing tries to teach the user a dance, here is a summary of the
possible actions we can detect, and the interpretations we make
of those actions in order to trigger a response in the Thing agent.
- Joystick
detects the user drives away: Interpretation = the user is disobedient:
Thing's response = follow and remonstrate with her
- Tracking
system detects the user dances badly: Interpretation = the user
doesn't care about the task or is shy: Thing's response = encourage
or complain
- Tracking
system detects the user dances OK: Interpretation = the user is
obedient: Thing's response = praise her
This process
of detecting the user's state of mind is reductive -- we are confronting
the user with some set of simple options disguised by the agents'
personalities and cloaked in narrative logic. We have chosen what
elements of the user's behaviour we want to pay attention to, and
when. The times that we check on the user are discrete and have
a certain duration. For example, we check if the user is dancing
correctly only when she is told to dance, not all the time, and
the duration of each dance period is only a few seconds. Every check
is tied to the few moments of narrative time around the check, so
that the response in not a simple reaction but tied to the narrative
flow. For example, the Thing's responses change over narrative time.
If the user drives away, the Thing will first whine and beg to persuade
her to dance; then get angry; and, if the behaviour persists, finally
storm off. If the user dances badly, first the Thing cajoles, then
tells the user off.
Figure 2: Cat-creature clings to participant In The Trial
The Trail, we want to increase the mileage we can get out of
detecting and interpreting the participant, and use the interpretations
to customize the experience. In act two Filopat and Patofil bring
the user to a reed-bed where cat-like creatures are playing, and
tell her to collect the crowns they are wearing. They show her she
must creep up on a creature, then stroke it gently as she takes
the crown. Our tracking system allows us to detect whether the user
is near the creatures, and the speed and direction of her hand.
We detect whether she is successful or unsuccessful, gentle or rough.
After a while one of the cat creatures suddenly exhibits surprising
behaviour, clinging to the user and weeping if she tries to get
away (Figure 2). We detect how the user treats this clinging creature
-- does she beat it, does she stay with it? This result is used
later where the user overhears the agents judging her actions. If,
for example, she pulled abruptly away from the clinging and wailing
creature, Filopat will condemn her cruelty; if she is unable to
get away from it, he will laugh at her wimpiness. Patofil will defend
her. The sequence is designed to move the user from feelings of
happiness, even superiority over the dumb creatures who she is essentially
tricking; to confusion, guilt, annoyance when the cat creature clings;
to discomfort and alliance with Patofil when the agents judge the
actions that have been detected.
The agents'
personalities also help us in the process of interpreting the user
-- and this interpretation can go beyond detecting emotion to detecting
attitudes relevant to the psychological terrain that the virtual
drama explores. For example, in The Trial The Trail Patofil
and Filopat take up different positions relevant to the quest and
its challenges. Patofil is reckless and insouciant, believes the
journey is more important that the arrival, and is dubious whether
the heart's desire exists. Filopat follows rules, adheres to duty
and fervently believes in the quest. Patofil stimulates the user
to disobey and to be cavalier, even cynical. Filopat provokes defiance
to authority, yet also tends to urge humanity and caring. The user
is encouraged to side with one, then the other. These alliances
implicitly include an adherence to the particularly philosophical
position of that agent. An example of the detection of such an alliance
comes when we detect whether the user follows Filopat's injunctions
to stay still and meditate during the vigil scene -- or not.
Re-composable
snares
In building VR drama we are concerned to minimize waste. We don't
want to build a lot of scenes that the user never visits. At the
same time we don't want the user to feel forced through our scenes
on a glaringly narrow linear path. Dividing the story into modular
snare structures makes it possible to recombine the snares into
a different order as a response to different users: to a degree.
Stories are dependent on dramatic ordering for meaning to emerge
[15]. Typically it is a specific combination of snares that creates
the psychological movement we are interested in. For example early
user tests of the vigil scene we are building for The Trial
The Trail suffer because the users don't have an established
relationship with Patofil and Filopat -- which would make them tend
to like (and believe, and act with) Patofil rather than Filopat.
Like several
other research groups we choose to divide our virtual dramas into
acts that will always follow in a linear fashion. [16] At a lower
level of granularity we can adjust the ordering of snare elements
within the act to accommodate and respond to different users but
still maintain the overall psychological purpose of the act. For
example, the second act of The Thing Growing was designed
to ensnare the user into some typical patterns of dysfunctional
relationships and to leave her feeling ambiguous about the Thing.
The whole act is centered around a dancing trope and the default
version had these parts (or snares) in the following order.
- ·The
Thing teaches the user dance steps
- ·A
rift occurs between user and Thing, and the Thing leaves (precipitated
by one or the other)
- ·The
Thing rescues the user from difficulty
- ·The
Thing copies as the user dances
(In the last
part, tracking data from the user, was fed to the Thing's body with
a slight delay added - people very much liked the feeling of agency
of seeing this virtual creature mirror their motions.)
Some users would not dance with the Thing, because they didn't want
to, or because they didn't understand, in this case we changed the
ordering thus:
- ·The
Thing teaches the user dance steps (FAILS)
- ·A
rift occurs between user and Thing, and the Thing leaves (precipitated
by Thing)
- ·The
Thing rescues the user from difficulty
- ·The
Thing copies as the user dances
- ·The
Thing teaches the user dance steps
In this version
users did not have to dance at an early point in their virtual experience,
and were either softened up, more relaxed, or excited by the Thing
copying them, and therefore amenable to learning dance steps from
it. In both cases, it was vital to maintain the section where the
Thing taught the user to dance, because this was the part where
the Thing most revealed its dysfunctional nature and solicited dysfunctional
responses from the user; the part that would leave the user most
conflicted about this creature which was the ultimate goal of the
act.
Agents are a
vital part of making the re-ordering of snares work smoothly. Phoebe
Sengers critiques some behavioral-based agents for not giving the
user appropriate narrative cues that explain why their behavior
changes. [17] In this case we want to abruptly change the order
of high level behaviours (scenes) of the story system as a whole,
without losing a sense of narrative logic. The elements of each
part remain the same, most of the agent's behaviour remains the
same, but the agent has specific actions (speech, animation, navigation)
to cover the different transitional moments gracefully. By maintaining
its emotional and psychological believability throughout, the agent
supports a narrative sequence vital for advancing the psychological
goal of the act.
The more elaborate
the story, the more possible recombinations of snares there can
be, and the more work in providing the agents with appropriate transitional
behaviours. In The Trial The Trail we are trying to formalize
this structure in the script our agents use, so that we can handle
greater complexity. But we still do not want to do unnecessary work
and so we rely on observing user-tests to find places in our narrative
where users absolutely balk at exploring the dramatic paths we offer.
The agents also
have an important role in inhibiting the exponential growth of snare
recombination. Sometimes instead of offering a whole different pathway,
we simply use agents to bully or cajole the user into a certain
performance. This may appear to be a pretty thin disguise for pushing
the user along our psychological trajectory. But given the narrative
context and agents' personalities it can be effective. For example
the Thing is a control freak; its role is to try persistently to
make the user do as it wants. Patofil and Filopat act out good cop/bad
cop routines with the same purpose of controlling/persuading the
user to follow some path. In social situations in real life we are
influenced by those around us and inhibit our behavior because of
politeness, liking, hate; we build our dramatic situations and agents
to have the same kind of influence on users.
Believable Agents
The purpose of the agents is to work with the dramatic structure
to engender emotions in the user. For this they must be believable.
Their interrelation with the dramatic strategies make them believable
at a high level, giving them coherent personalities with their own
agendas, agency, desires. But what are the more fundamental elements
that make them appear "alive?"
Some researchers
argue that a high degree of photo-realistic resolution is necessary
to make agents believable. [18] We disagree. The Thing, Patofil,
Filopat, and the bad guys are all quite abstracted. The choice here
is to make the agents read symbolically rather than literally. Scott
McCloud suggests that viewers can more easily identify with simply
drawn, iconic, cartoon characters. [19] In the same way we believed
that simply designed characters are fleshed out by the user's imagination,
and facilitate her own emotional memories seeping into the experience.
This choice means we also avoid the problems of highly photo-realistic
agents that jar the user because they are not perfect.
Working with
networked VR, we noted that the simple tracking systems typically
used in CAVE-like systems are immensely effective at imparting a
sense of life to the avatar -- the virtual representation of a person
-- as she appears to all the other participants in the shared virtual
world. We concluded that a more abstract avatar, coupled with natural
body language, often reads as a living "entity" better
than a photo-realistic (but never really human) humanoid. Therefore
we use motion capture techniques to animate our visually simple
agents, augmented where necessary with procedural animation. For
example, Patofil and Filopat have cloth-like wings that are animated
with a mass-spring system. As we have already mentioned agents in
VR have a physical presence that can effect a user emotionally,
and strengthen her feelings of co-presence with a live entity.
Part of making
the agent a believable character in a drama, is to have it speak
appropriately and with an appropriate emotional tone. Since current
voice-generating software does not do a good job of rendering emotional
qualities of the voice, we pre-record phrases for each character
creating a dialog library large and flexible enough so there is
a response for every eventuality, and which includes redundant phrases
so the character does not get stuck repeating the same lines.
I argued above
that we want to avoid waste and so devise strategies for recombining
certain snares, which represent fairly large chunks of the drama.
At the lowest level of granularity, a level within these snares
themselves, the agent is composed of discreet performances (lines
of speech, animations, navigation strategies) lasting a few seconds,
which are combined on the fly. These basic elements are easy to
produce and we accept that we must have many redundancies. While
many of these tiny performances will not be used during any one
run-through of the drama, we want to ensure that there are enough
to cover all the possible responses needed for that particular participant.
For example the Thing agent has many different ways of praising
a user who dances well - typically only a subset of them are used.
That
Pesky Free Agent
I have said that the goal of our work is to create an immersive
experience that involves the participant centrally as the protagonist
of a psychological drama. Obviously, the participant's role in the
process is key.
I am influenced by semiotic theory that describes the processes
by which a user decodes audio-visual or textual stimuli and thereby
inserts herself into the creation of meaning. [20] In our drama
we want to set up situations where the user can follow the narrative
clues and cues provided by the agents, involve her own emotional,
reasoning and acting systems, and by so doing explore for herself
the psychological terrain that our story aims to evoke. There are
two obvious problems.
One: are people
willing or interested in immersing themselves in an experience that
is seeking to give them a controlled emotional experience? We have
found that some people are not, and they do not enjoy our dramas,
but others are willing to suspend belief about the control this
kind of interactive drama exerts and explicitly play along with
it in order to increase their sense of involvement in the drama.
[21] Jane McGonigal has written of a similar tendency in participants
of pervasive games who actively "perform belief" that
the boundary between the game and real-life is permeable in order
to intensify their game experiences. [22]
Two: given that
everyone has different experiences to draw from how can we hope
to control the proliferation of personal connotations that will
lead people to make up different stories about what is happening
and therefore respond in very diverse emotional ways to the same
stimuli? How, in short can we ensure that the users actually create
for themselves precisely the kind of emotional roller coaster ride
that we have devised? Common sense psychology gives us a sense of
how many people might respond. In interviews with participants in
The Thing Growing, we learned that the kind of stories
and conjectures that people were making up in their minds about
the Thing changed in detail -- but what was common was that they
were engaged in trying to understand it and make a comprehensible
model of its motivations. [23] They would interpret lucky coincidences
quite elaborately and attribute to the agent far more intelligence
than it had. But by and large participants interpreted and responded
to the Thing's personality and attitudes in ways we had anticipated.
We anticipated correctly because we built and tested the acts, scenes,
and snares of our drama iteratively. Our experience in user testing,
showed quite a surprising convergence of behaviour in participants.
We refined the drama to cover the fairly few major tendencies we
observed and made a decision not to accommodate outlier behaviour.
Issues,
Problems and Challenges
Our user tests for both The Thing Growing and The Trail
The Trail have shown that it is not always easy to get the user
to pay attention to agents. Part of the problem is participants'
expectations. People are more used to VR environments that they
fly through and explore rather than social interactions with agents.
Agents in video games are enemies or fairly unimportant followers.
Some spout instructions which may be useful but which often become
repetitive and can be ignored. A crucial moment at the start of
the interaction with an agent needs to establish that it is responsive
and expecting to be dealt with. For example, the Thing tries to
encourage the participant to dance. Initially some people just wandered
passed it, ignoring it. We focused on this moment. The participant's
navigation was slowed down. The agent stayed firmly in front of
her, suggesting that they loosen up before dancing and instructing,
"Raise your hands above your head." The agent watched
to see that both hands were up, commenting if they weren't, establishing
that it knew what the user was doing. The participant was hooked.
As we build and test The Trial The Trail we have observed
one participant who was so focused on trying to rescue Patofil from
her set of bad guys that he ignored those that were surrounding
him. The scene is designed to accommodate more aggressive users
running at the bad guys, and less aggressive ones backing away.
However, we now need to detect this particular kind of user and
give them a very early and definitive push, to make them pay attention
to their own plight and the agents confronting them.
Our psychological
arc is also vulnerable if the user's frustrations with the interface
fight with the kind of emotional state we are trying to encourage.
The vigil scene in The Trial The Trail is meant to leave
the user feeling happy. It makes Patofil and the user co-conspirators
against Filopat, and the activities they do instead of the vigil
are designed to be playful. One problem that can occur is that the
inexperienced participant may become frustrated at her inability
to master the activity -- for example hitting the whisps. The snare
needs to be sensitive to the participant's responses and the state
of mind that may be inferred from them, so that contingency plans
for achieving the current goal can be called into play.
A very substantial
challenge is balancing the user's expectations of being able to
act freely and experimentally in an interactive context, with our
goal of providing an authored emotional journey. The Thing Growing
was very simple, but with the more elaborate story of The Trial
The Trail, will our user tests show the same kind of convergent
behaviour so that we will only have to make a manageable number
of alternate routes to implement the psychological arc effectively?
Josephine Anstey,
University at Buffalo, Dept. of Media Study, 231 CFA, Buffalo, NY
14260
Acknowledgements
I would like to thank Stuart C. Shapiro, Dave Pape, Orkan Telhan,
Trupti Devdas Nayak, Mike Kandefer, Anthony Ekeh and Paul Visco
for their work on The Trial The Trail. This project has
been supported by an IRCAF grant from the University at Buffalo.
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[23] J. Anstey,
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