3. Storytime

会議の名前
UIST 2024
Story-Driven: Exploring the Impact of Providing Real-time Context Information on Automated Storytelling
要旨

Stories have long captivated the human imagination with narratives that enrich our lives. Traditional storytelling methods are often static and not designed to adapt to the listener’s environment, which is full of dynamic changes. For instance, people often listen to stories in the form of podcasts or audiobooks while traveling in a car. Yet, conventional in-car storytelling systems do not embrace the adaptive potential of this space. The advent of generative AI is the key to creating content that is not just personalized but also responsive to the changing parameters of the environment. We introduce a novel system for interactive, real-time story narration that leverages environment and user context in correspondence with estimated arrival times to adjust the generated story continuously. Through two comprehensive real-world studies with a total of 30 participants in a vehicle, we assess the user experience, level of immersion, and perception of the environment provided by the prototype. Participants' feedback shows a significant improvement over traditional storytelling and highlights the importance of context information for generative storytelling systems.

著者
Jan Henry Belz
Porsche AG, Stuttgart, Baden-Württemberg, Germany
Lina Madlin. Weilke
Porsche AG, Stuttgart, Germany
Anton Winter
Porsche AG, Stuttgart, Germany
Philipp Hallgarten
Porsche AG, Stuttgart, Baden-Württemberg, Germany
Enrico Rukzio
University of Ulm, Ulm, Germany
Tobias Grosse-Puppendahl
Porsche AG, Stuttgart, Germany
論文URL

https://doi.org/10.1145/3654777.3676372

動画
Lumina: A Software Tool for Fostering Creativity in Designing Chinese Shadow Puppets
要旨

Shadow puppetry, a culturally rich storytelling art, faces challenges transitioning to the digital realm. Creators in the early design phase struggle with crafting intricate patterns, textures, and basic animations while adhering to stylistic conventions - hindering creativity, especially for novices. This paper presents Lumina, a tool to facilitate the early Chinese shadow puppet design stage. Lumina provides contour templates, animations, scene editing tools, and machine-generated traditional puppet patterns. These features liberate creators from tedious tasks, allowing focus on the creative process. Developed based on a formative study with puppet creators, the web-based Lumina enables wide dissemination. An evaluation with 18 participants demonstrated Lumina's effectiveness and ease of use, with participants successfully creating designs spanning traditional themes to contemporary and science-fiction concepts.

著者
Zhihao Yao
Tsinghua University, Beijing, Beijing, China
Yao Lu
Tsinghua University, Beijing, China
Qirui Sun
Tsinghua University, Beijing, China
Shiqing Lyu
Tsinghua University, Beijing, China
Hanxuan Li
The Future Laboratory, Beijing, China
Xing-Dong Yang
Simon Fraser University, Burnaby, British Columbia, Canada
Xuezhu Wang
Tsinghua University, Beijing, China
Guanhong Liu
Tongji University, Shanghai, China
Haipeng Mi
Tsinghua University, Beijing, China
論文URL

https://doi.org/10.1145/3654777.3676426

動画
PortalInk: 2.5D Visual Storytelling with SVG Parallax and Waypoint Transitions
要旨

Efforts to expand the authoring of visual stories beyond the 2D canvas have commonly mapped flat imagery to 3D scenes or objects. This translation requires spatial reasoning, as artists must think in two spaces. We propose PortalInk, a tool for artists to craft and export 2.5D graphical stories while remaining in 2D space by using SVG transitions. This is achieved via a parallax effect that generates a sense of depth that can be further explored using pan and zoom interactions. Any canvas position can be saved and linked to in a closed drawn stroke, or "portal," allowing the artist to create spatially discontinuous, or even infinitely looping visual trajectories. We provide three case studies and a gallery to demonstrate how artists can naturally incorporate these interactions to craft immersive comics, as well as re-purpose them to support use cases beyond drawing such as animation, slide-based presentations, web design, and digital journalism.

著者
Tongyu Zhou
Brown University, Providence, Rhode Island, United States
Joshua Kong. Yang
Brown University, Providence, Rhode Island, United States
Vivian Hsinyueh. Chan
UC Berkeley, Berkeley, California, United States
Ji Won Chung
Brown University, Providence, Rhode Island, United States
Jeff Huang
Brown University, Providence, Rhode Island, United States
論文URL

https://doi.org/10.1145/3654777.3676376

動画
DrawTalking: Building Interactive Worlds by Sketching and Speaking
要旨

We introduce DrawTalking, an approach to building and controlling interactive worlds by sketching and speaking while telling stories. It emphasizes user control and flexibility, and gives programming-like capability without requiring code. An early open-ended study with our prototype shows that the mechanics resonate and are applicable to many creative-exploratory use cases, with the potential to inspire and inform research in future natural interfaces for creative exploration and authoring.

著者
Karl Toby. Rosenberg
New York University, New York, New York, United States
Rubaiat Habib Kazi
Adobe Research, Seattle, Washington, United States
Li-Yi Wei
Adobe Research, San Jose, California, United States
Haijun Xia
University of California, San Diego, San Diego, California, United States
Ken Perlin
New York University, New York, New York, United States
論文URL

https://doi.org/10.1145/3654777.3676334

動画
Patchview: LLM-powered Worldbuilding with Generative Dust and Magnet Visualization
要旨

Large language models (LLMs) can help writers build story worlds by generating world elements, such as factions, characters, and locations. However, making sense of many generated elements can be overwhelming. Moreover, if the user wants to precisely control aspects of generated elements that are difficult to specify verbally, prompting alone may be insufficient. We introduce Patchview, a customizable LLM-powered system that visually aids worldbuilding by allowing users to interact with story concepts and elements through the physical metaphor of magnets and dust. Elements in Patchview are visually dragged closer to concepts with high relevance, facilitating sensemaking. The user can also steer the generation with verbally elusive concepts by indicating the desired position of the element between concepts. When the user disagrees with the LLM's visualization and generation, they can correct those by repositioning the element. These corrections can be used to align the LLM's future behaviors to the user's perception. With a user study, we show that Patchview supports the sensemaking of world elements and steering of element generation, facilitating exploration during the worldbuilding process. Patchview provides insights on how customizable visual representation can help sensemake, steer, and align generative AI model behaviors with the user's intentions.

著者
John Joon Young. Chung
Midjourney, San Francisco, California, United States
Max Kreminski
Midjourney, San Francisco, California, United States
論文URL

https://doi.org/10.1145/3654777.3676352

動画
An Interactive System for Suporting Creative Exploration of Cinematic Composition Designs
要旨

Designing cinematic compositions, which involves moving cameras through a scene, is essential yet challenging in filmmaking. Machinima filmmaking provides real-time virtual environments for exploring different compositions flexibly and efficiently. However, producing high-quality cinematic compositions in such environments still requires significant cinematography skills and creativity. This paper presents Cinemassist, a tool designed to support and enhance this creative process by generating a variety of cinematic composition proposals at both keyframe and scene levels, which users can incorporate into their workflows and achieve more creative results. At the crux of our system is a deep generative model trained on real movie data, which can generate plausible, diverse camera poses conditioned on 3D animations and additional input semantics. Our model enables an interactive cinematic composition design workflow where users can co-design with the model by being inspired by model-generated suggestions while having control over the generation process. Our user study and expert rating find Cinemassist can facilitate the design process for users of different backgrounds and enhance the design quality especially for users with animation expertise, demonstrating its potential as an invaluable tool in the context of digital filmmaking.

著者
Rui He
The Hong Kong Polytechnic University, Hong Kong, Hong Kong
Huaxin Wei
The Hong Kong Polytechnic University, Kowloon, Hong Kong
Ying Cao
ShanghaiTech University, Shanghai, Shanghai, China
論文URL

https://doi.org/10.1145/3654777.3676393

動画