Aesopic Simulation Capturing Lessons Learned Through User Authoring of Stories - PowerPoint PPT Presentation

Loading...

PPT – Aesopic Simulation Capturing Lessons Learned Through User Authoring of Stories PowerPoint presentation | free to view - id: 9d261-YzYzN



Loading


The Adobe Flash plugin is needed to view this content

Get the plugin now

View by Category
About This Presentation
Title:

Aesopic Simulation Capturing Lessons Learned Through User Authoring of Stories

Description:

Students ask questions and the teacher responds with more Stories ... The SIMS. Neverwinter Nights. Value of Storytelling by Simulation. Effectiveness ... – PowerPoint PPT presentation

Number of Views:36
Avg rating:3.0/5.0
Slides: 14
Provided by: WilliamF166
Category:

less

Write a Comment
User Comments (0)
Transcript and Presenter's Notes

Title: Aesopic Simulation Capturing Lessons Learned Through User Authoring of Stories


1
Aesopic Simulation Capturing Lessons Learned
Through User Authoring of Stories
  • William Ferguson
  • Dr. Alice Leung
  • BBN Technologies
  • Funding support from the DARPA DARWARS program

2
Outline
  • Aesopic teaching
  • Teaching by telling stories
  • Telling stories with simulation
  • User (Student and teacher) authoring
  • Implications for simulation technology
  • Potential SISO

3
Aesopic vs. Socratic Teaching
  • Aesopic teachers use stories to convey lessons or
    points
  • Students ask questions and the teacher responds
    with more Stories
  • Students learn cases which can be applied to
    other situations
  • Socratic teachers use questions to guide
    discovery
  • Lessons emphasize the process of analytical
    thought
  • Students learn general principles to apply to
    specific situations

4
User Authoring in Commercial Games
  • The SIMS
  • Neverwinter Nights

5
Value of Storytelling by Simulation
  • Effectiveness
  • Telling stories is a natural way to teach
  • Having experiences is a natural way to learn
  • Simulation allows the student to experience the
    story
  • Currency and Content
  • Distributed authoring facilitates rapid,
    in-the-field content capture
  • Human inclination towards storytelling can be
    leveraged to create content

6
Aesopic Teaching in Simulation
Training Need
Currency, Integrating Lessons Learned
Requirements
Infrastructure
Inspiration
User Authorship of Game Content
Deployable, Authorable Simulation
Community Based Authorship
Proof of concept
Technology
Effectiveness
Aesopic Teaching
Science
7
Inherent Tension Between Simulation and
Storytelling
  • Simulations offer experience based learning
    through interactive exploration of alternatives
  • Simulations try to react accurately to user
    input.
  • Traditional storytelling offers teaching through
    the authors choice of illustrative events.
  • Simulation as storytelling must balance
    participant freedom of action against author
    control over events.

8
Point, Gist, Details
  • The storys point is the lesson to be learned.
  • The gist of a story are the elements necessary
    for illustrating the point.
  • The rest of a story is details, which can
    potentially be changed without impacting the
    storys teaching value.

Person is tasked to watch for danger and and
raise an alarm upon detecting danger. Person
sounds several false alarms, causing others to
respond. Others finally fail to respond to a real
alarm, with bad consequences.
Gist
Point
Details
Avoid raising false alarms or real alarms will be
ignored..
Boy, sheep, wolf, villagers, dialog between boy
and villagers, number of false alarms, motivation
for false alarms, consequence of failure to
respond
9
Functions to Support Aesopic Teaching in
Simulation
  • Story Authorship
  • Literal story annotated with point and gist
  • Story Distribution
  • Net-centric, push and pull
  • Story Validation
  • Net-centric, incremental
  • Story Enactment
  • Keeping the story on track

10
Storytelling Simulation Authoring Systems Should
  • Allow the initial situation and the events of the
    story to be set out.
  • Facilitate specification of the point and gist of
    a story
  • Key causality
  • Key intentions
  • Key decisions (including errors)
  • Key coincidences
  • Options and opportunities
  • Allow for a live edit-compile-run cycle

11
A Sketch of Distribution and Validation for
User Authored Simulation
  • How to distribute and validate content in a
    net-centric world
  • Currency is king -- the world is constantly
    changing
  • Relevance can be sustained by having a large body
    of indexed content but the indexing process must
    be distributed
  • Validation of a sort can be approached through a
    network of endorsements and revisions.

12
Keeping the Story on Track During Simulation
(Enactment)
  • Allow the details to change due to participant
    choices while preserving the gist to make the
    point.
  • Mechanisms for gist preservation
  • Tailored world set-up
  • Assigned goals and intensions for participants
  • Automated characters who compensate for player
    actions
  • Authored constraints which side-step the normal
    rules of simulation causality
  • Assisted human monitoring

13
Implications for SISO
  • (Speaking from relative ignorance)
  • Need additional standards which go beyond
    supporting simulation
  • Standards which support pedagogical access and
    control for a story telling federate
  • Support for a story edit-compile-run cycle
  • Leads to more use of light-weight simulations
  • Need standards for content distribution
  • Simulation configuration management
  • Need standards process for distributed
    credentialing of user authored content
About PowerShow.com