Shi Johnson-Bey

dblp:329/7443 · DBLP profile ↗
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5ranked-venue papers
4as first author
5since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 5 · 4 first-author · 5 since 2021
YearPublicationVenuePosition
2024 Academical: A Dynamic Interactive Narrative Game for Responsible Conduct of Research Training
abstract
Our demo showcases a choice-based interactive narrative game created to teach responsible conduct of research and research ethics. It re-imagines the experience of a game previously published in the literature, using a content-selection system that dynamically constructs dialogue choices during play. Our goal is to provide players with more opportunities to experience agency than they would have with the original game’s hand-authored branching narrative structure. Primarily, our system implements a conversation thread-switching mechanic that allows players to fluidly enter/exit conversation topics as one would in a real-life conversation.
Shi Johnson-Bey, Samuel Shields, Noah Wardrip-Fruin, Edward F. Melcer
CoG1
2024 Generating Together: Lessons Learned from Developing an Educational Visual Novel with AI Collaboration
abstract
Visual novels are a popular game genre for educational games. However, they often feature pre-authored plot structures that cannot dynamically adjust to the player’s progression through learning objectives. Employing procedural storytelling techniques boosts plot dynamism, but this comes at the cost of needing a larger repository of content (dialogue and images) to support different learning progressions and objectives. In this paper, we present postmortem-style case studies describing the lessons we learned from attempting to integrate large-language models (LLMs) and text-to-image models into the development of an educational visual novel about responsible conduct of research. Specifically, we discuss our experiences employing generative AI in our dialogue, character sprite, and background image creation processes.
Samuel Shields, Alex Calderwood, Shi Johnson-Bey, Noah Wardrip-Fruin, Michael Mateas, Edward F. Melcer
CoG3
2024 Building Visual Novels with Social Simulation and Storylets
Shi Johnson-Bey, Kira Liao, Samuel Shields, Daeun Hwang, Noah Wardrip-Fruin, Michael Mateas, Edward F. Melcer
ICIDS (2)1
2022 Neighborly: A Sandbox for Simulation-based Emergent Narrative
abstract
This paper presents Neighborly, a customizable, community-scale social simulation engine for procedurally generating settlements of characters for use in research experimentation or entertainment media. Neighborly is a rational reconstruction of Talk of the Town (TotT), an earlier social simulation for emergent narrative focused on simulating small American towns and the townspeople’s lives. Based on Talk of the Town’s previous success as part of the experimental game Bad News, we wanted to reconstruct it as a general-use social simulation authoring tool. In this paper, we delineate the design space of TotT-like social simulation and compare TotT-likes to other academic projects and commercial social simulation games. Finally, we provide an overview of how Neighborly embodies the essence of TotT while offering users a customizable tool for creating community-scale social simulations.
Shi Johnson-Bey, Mark J. Nelson, Michael Mateas
CoG1
2022 Exploring the Design Space of Social Physics Engines in Games
Shi Johnson-Bey, Mark J. Nelson, Michael Mateas
ICIDS1