@article{callaway_lester_2002, title={Narrative prose generation}, volume={139}, ISSN={["1872-7921"]}, DOI={10.1016/s0004-3702(02)00230-8}, abstractNote={Narrative generation has historically suffered from poor writing quality, stemming from a narrow focus on story grammars and plot design. Moreover, to-date natural language generation systems have not been capable of faithfully reproducing either the variety or complexity of naturally occurring narratives. In this article we first propose a model of narrative derived from work in narratology and grounded in observed linguistic phenomena. Next we describe the Author architecture for narrative generation and an end-to-end implementation of the Author model in the StoryBook narrative prose generation system. Finally, we present a formal evaluation of the narratives that StoryBook produces.}, number={2}, journal={ARTIFICIAL INTELLIGENCE}, author={Callaway, CB and Lester, JC}, year={2002}, month={Aug}, pages={213–252} } @inbook{callaway_2001, title={A Computational feature analysis for multilingual character-to-character dialogue}, ISBN={3540416870}, booktitle={Computational linguistics and intelligent text processing: Second international conference, CICLing 2001, Mexico City, Mexico, February 18-24, 2001: Proceedings}, publisher={Berlin; New York: Springer}, author={Callaway, C.}, year={2001}, pages={251–264} } @article{lester_voerman_towns_callaway_1999, title={Deictic believability: Coordinated gesture, locomotion, and speech in lifelike pedagogical agents}, volume={13}, ISSN={["0883-9514"]}, DOI={10.1080/088395199117324}, abstractNote={Lifelike animated agents for knowledge - based learning environments can provide timely , customized advice to support students' problem solving . Because of their strong visual presence , they hold significant promise for substantially increasing students' enjoyment of their learning experiences . A key problemposed by lifelike agents that inhabit artificial worlds is deictic believability. In the same manner that humans refer to objects in their environment through judicious combinations of speech , locomotion , and gesture , animated agents should be able to move through their environment and point to and refer to objects appropriately as they provide problem - solving advice . In this paper we describe a framework for achieving deictic believability in animated agents . A deictic behavior planner exploits a world model and the evolving explanation plan as it selects and coordinates locomotive , gestural , and speech behaviors . The resulting behaviors and utterances are believable , and the references...}, number={4-5}, journal={APPLIED ARTIFICIAL INTELLIGENCE}, author={Lester, JC and Voerman, JL and Towns, SG and Callaway, CB}, year={1999}, pages={383–414} }