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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop,
Glasgow, Scotland</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A Model for Interactive CSR Campaigns using Storytelling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Philipp Wille</string-name>
          <email>wille@i</email>
          <email>wille@i s.cs.tu-bs.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rebecca Finster</string-name>
          <email>nster@tu-bs.de</email>
          <email>r. nster@tu-bs.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolf-Tilo Balke</string-name>
          <email>balke@i</email>
          <email>balke@i s.cs.tu-bs.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institut fur Informationssysteme, TU Braunschweig</institution>
          ,
          <addr-line>Braunschweig</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>TU Braunschweig</institution>
          ,
          <addr-line>Braunschweig</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <volume>0</volume>
      <fpage>1</fpage>
      <lpage>04</lpage>
      <abstract>
        <p>Companies today are expected to engage in corporate social responsibility (CSR) and they spend a lot of time, money, and other resources on these tasks. However, in relation to their investment, the gain for most companies is marginal, because their e orts are only perceived by a small number of people. In this paper, our goal is to improve on this situation by involving a greater number of people in CSR campaigns and increasing media attention, while reducing expenses. We propose a model that utilizes storytelling on alternate realities to link social media with CSR tasks. Consumers are engaged in a story through interactive storytelling interfaces, which allow them to contribute to the CSR campaign. The company is always able to monitor and control their running campaign and can pro t from social media contributions that spread the campaign goals.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>We describe the capabilities of the model as
well as the problems it faces with storytelling
on huge numbers of automatically extracted
stories. The main challenge of the kind of
storytelling we report is to nd an adequate
storytelling structure for an automatically
generated story.
1</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>Corporate social responsibility (CSR) today is a major
driver for a company's public image and the strength
of their respective brands. But why do some CSR
campaigns raise interest and create emotions, while others
go almost unnoted? What is it that inspires people and
makes them believe in the campaign's sincerity,
message, and aim? One point that immediately springs to
mind is the embedding in a good and engaging story
together with a strong connection to current events,
trends, or problems. Actually, once speci c
communities or even the general public really get emerged in a
campaign's story the step to involvement is only little
and the basic function of CSR is ful lled.</p>
      <p>But where to nd such good and engaging stories,
that lead a campaign to success? In this paper we
propose a model describing the process of a
computeraided CSR campaign that needs story generation and
storytelling methods to incorporate such stories.</p>
      <p>One common aspect of engaging stories and
interactive CSR campaigns is: They are successful as long as
people are enjoying them or feel special. Fun and
attention are two very important incentives to motivate
people. So how can we give them these incentives?
The foremost place in which people have fun and get
attention is in games, which are created for
entertainment. Even the most ordinary person can be a hero in
a game world. Being a hero feels great and so people
can easily get absorbed into good games. This is why
people are attracted to games and like to participate
in them.</p>
      <p>But can we use that in CSR campaigns? We aim
at turning CSR campaigns into game-like scenarios in
order to get people emotionally involved. Participants
should be able to be heroes in our campaign.</p>
      <p>A rst step is to introduce game worlds to our CSR
campaigns through alternate realities. These alternate
realities have to be lled with stories that players can
experience after their creation. Handcrafting all these
stories is a very time consuming job and is often
impossible in the scope of regular CSR campaigns. Thus,
the stories have to be collected otherwise. We describe
an approach of automated story generation and
storytelling.</p>
      <p>The remainder of the paper is organized as follows:
We describe our model for computer-aided story
writing in section 2. The next section covers related work
for story managing processes in our model. Section 4
addresses the problem of experience management on
extracted stories. Conclusions and future work are
presented in the last section.
2</p>
    </sec>
    <sec id="sec-3">
      <title>Storytelling for CSR</title>
      <p>We propose a model for computer-aided story
writing in CSR context. As shown in Figure 1 the model
considers three parallel layers displaying di erent
perspectives on reality. The bottom layer is the reality
as seen by the company (corporate reality), the upper
layer is the reality as seen by the general public (the
real world ), and the middle layer represents alternate
realities that fuse stories from the other two layers.</p>
      <p>Corporate reality is a company's perspective on the
real world that is biased by its priorities (e.g. business
processes, its history, and company goals). The real
world is the reality as presented through social media
stories of the online community. Alternate realities are
certain perspectives on time and space introduced by
a prede ned lore.</p>
      <p>All three perspectives are divided into the same
three time slots: past, present time, and future. In
order to make the model easier to explain, we
partition it into nine segments depending on reality layer
and time slot. In the past segments stories are
collected or constructed. These story pools are used in
the present time to generate a CSR story. This story
and its impacts are presented in the future segments.</p>
      <p>The following sections describe our model in greater
detail. First, the nine segments are described
according to their respective time slot, from past to future.
Subsequently, the lifecycle of a CSR task is described
and illustrated using the model.</p>
      <p>Story Collection and Construction
2.1
2.1.1
texts. This model considers only textual stories from
sources such as YouTube comments, tweets, blog
entries, forum posts, and online news articles. These
stories are contained in natural language text and have
to be extracted to serve as representatives of the set of
all real world stories. The details of story extraction
are given in the related work section.
2.1.2</p>
      <sec id="sec-3-1">
        <title>Alternate Reality Narrative</title>
        <p>Di erent alternate reality layers di er by their lore.
We de ne lore as a set of stories that introduces a
story world providing a narrative setting in this
alternate reality. An example for lore is visiting aliens
seeking to spread knowledge. To expand the story world,
lore compatible real world stories are selected, adapted
to the lore, and integrated into the story world. For
example the one laptop per child initiative could be
adapted by being attributed to alien in uence in this
alternate reality.</p>
        <p>Consumers can contribute to this augmented story,
e.g. by donating educational toys to elementary schools
on behalf of the aliens. We suggest that allowing users
to take part in the story generation process through
their own real world stories and having a limited
inuence on the campaign motivates contributions to
the alternate reality and thus makes augmented story
worlds the perfect space for running interactive
storybased CSR tasks.
2.1.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Corporate Background</title>
        <p>Companies have their own collection of stories. These
corporate stories include e.g. their history, business
processes, advertising e orts, commitments, and past
CSR campaigns. These stories determine how
companies are perceived in the public and form the value of
brand recognition for a company. CSR stories that are
embedded in this corporate background in the process
of computer-aided story writing gain believability.
2.2
2.2.1</p>
      </sec>
      <sec id="sec-3-3">
        <title>CSR Integration</title>
      </sec>
      <sec id="sec-3-4">
        <title>CSR Task</title>
        <p>Imagine a company wants to start a new CSR
campaign with a number of conditions, such as its budget,
lifespan, and location. It commissions a CSR task in
form of a story about the campaign goal, e.g.
providing better education to children. This story is meant to
reach and a ect the public. In order to achieve that,
the story has to be arranged accordingly. We apply
computer-aided story writing to reshape the story.</p>
      </sec>
      <sec id="sec-3-5">
        <title>Real World Story Sources 2.2.2</title>
      </sec>
      <sec id="sec-3-6">
        <title>Current Events</title>
        <p>
          Online Social Media are an extensive reservoir of
stories that take the form of videos, games, pictures, and
The adequacy of generated CSR stories strongly
depends on events happening at creation time. For
example, the company should not donate educational toys
to children that have been recently exposed to be
results of child labor. Thus, current events extracted
from Social Media may have a signi cant impact on
a CSR task's appropriateness and have to be
considered at creation time. Event extraction and
summarization are well known natural language processing
techniques. See [
          <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
          ] for surveys.
2.2.3
        </p>
      </sec>
      <sec id="sec-3-7">
        <title>Computer-aided Story Writing</title>
        <p>Computer-aided story writing is the core component
of our model. It is a semi-automatic process that gets
a number of di erent types of stories as input. These
stories include augmented stories from story worlds,
current events, corporate stories, and a CSR task. It
aims at integrating the CSR task into alternate
realities as presented by their story worlds, while
incorporating the corporate stories and considering current
events.</p>
        <p>All alternate realities are considered for integration,
but not all of them t the CSR task equally well. Thus,
only the best matching alternate reality is chosen to
host the CSR task. Some stories from the alternate
reality's story world are blended with the CSR task and
a number of candidate stories are produced. These
candidates are checked for adequacy against current
events (e.g. disclosed child labor ) and inadequate
stories are pruned. We call the modi ed and adjusted
story world the CSR story world.</p>
        <p>
          In order to provide the consumer with an
interesting and exciting story, a suitable storytelling structure
is applied on the CSR story world. We de ne a
storytelling structure as the way in which a story is told to
the consumer. For example we consider Joseph
Campbell's the hero's journey [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] as a storytelling structure.
2.3
2.3.1
        </p>
      </sec>
      <sec id="sec-3-8">
        <title>CSR Campaign Execution</title>
      </sec>
      <sec id="sec-3-9">
        <title>CSR Task Realization</title>
        <p>The purpose of the CSR story world is to convey the
CSR task to the public in an attractive, appealing,
and interesting way through storytelling. The details
of how stories from the CSR story world are told are
provided by the corresponding storytelling structure.
Storytelling interfaces enable the consumers to follow
and contribute a story to the story world. The
company monitors and controls the story world.
CSR story worlds are presented to the real world by
using a number of storytelling interfaces. These include
but are not limited to the social web (e.g. tweets, news
paper articles, real life activities). Consumers using
these interfaces get in touch with the story world and
can involve themselves by adding their stories. These
contributions enrich the story world and have an
impact on the corporate reality.
The current state of the CSR story world is monitored
and adjusted as needed by the company. For quality
management, the direction of the story world
development might have to be corrected or the story world has
to be adapted to the new direction. Quality
management is a trade-o between the public's involvement
and the company's ambitions. There is always the
possibility that community ideas go viral. In such a
case, the company can utilize this potential by making
the necessary adjustments.
2.4</p>
      </sec>
      <sec id="sec-3-10">
        <title>CSR Task Lifecycle</title>
        <p>The model describes the lifecycle of a CSR task from
its assignment, over the planning process, until its
realization. During the lifecycle, stories are involved in a
number of ways: Stories are (1) detected and extracted
from large corpora of social media texts, (2)
represented in a data structure, (3) matched and merged
with lore to produce augmented story worlds, (4)
generated by integrating the CSR task into augmented
story worlds, and (5) told in an interesting and
appealing fashion by using storytelling techniques.</p>
        <p>The initial event in the model is the assignment of a
new CSR task at present time. Computer-aided story
writing is then used to plan the task's execution. It
utilizes augmented story worlds in the process that have
been build and kept up-to-date in the past.
Construction of the story worlds involves matching and merging
of real world stories and lore. The real world stories
have previously been detected and extracted from
social media and have been available in a certain
representation.</p>
        <p>
          The CSR task is integrated in a certain augmented
story world and a CSR story world is generated
that will be used in the future to tell the story to
a number of consumers using storytelling interfaces.
The consumers will interact with the CSR story world
and can provide feedback in the form of stories. The
feedback is monitored and controlled by the company
in order to achieve the CSR task's goal.
Storytelling has been an area of active research since
at least the 1970's. A lot of work has been
conducted in the eld that we can build upon and
storytelling has spread from natural language processing
into many di erent elds, most notably arti cial
intelligence. Mateas provided a more detailed survey on
the history of narrative intelligence and storytelling
[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] and Gervas analyzed a number of prominent
storytelling systems developed over the years [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. In this
section, we give more recent related work for each of
the ve ways that stories are involved in the CSR life
cycle.
3.1
        </p>
      </sec>
      <sec id="sec-3-11">
        <title>Story Detection and Extraction</title>
        <p>
          Most early storytelling systems used handcrafted
stories. Examples of such systems can be found in [
          <xref ref-type="bibr" rid="ref11 ref4">11, 4</xref>
          ].
Even today a lot of research is conducted on
manually assembled stories. Most of the time, this is done
due to a di erent research focus (e.g. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]) and some
recent approaches have used crowdsourcing to get a
bigger number of stories [
          <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
          ]. One could argue
that these stories are somewhat extracted from
crowdsourced story plots, but we still consider them
handcrafted.
        </p>
        <p>
          Automated detection and extraction of stories has
been applied on structured and unstructured corpora.
Structured corpora include the Open Mind Common
Sense (OMCS) corpus [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] containing statements like
e.g. I switch TV on, or I watch evening news. LifeNet
[
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] established a partial order on these events by
using before relations. Other structured sources include
how-to instructions from the web like eHow1 and
wikiHow2. Jung et.al. applied a combination of syntactic
and probabilistic methods on these sources to mine
structures similar to stories [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] in the eld of
automatic service composition.
        </p>
        <p>
          Unstructured corpora like the Gigaword Corpus3
and ICSW 2009 Spinn3r4 include large collections of
natural language texts. Story detection from such
collections has been done e.g. by training classi ers that
can separate stories and non-stories [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Gordon,
Bejan, and Sagae detected one million personal stories
from ICSW 2009 Spinn3r and 10.4 million personal
stories from their own Spinn3r corpus using a classi
cation approach [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Chambers and Jurafsky extracted
narrative event chains from the Gigaworld Corpus [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
1http://ehow.com
2http://wikihow.com
3http://catalog.ldc.upenn.edu/LDC2003T05
4http://icwsm.org/data
Most current storytelling approaches use the same
basic idea of story representation: Scripts containing plot
points that are ordered causally or temporally by
before relations [
          <xref ref-type="bibr" rid="ref10 ref14 ref15 ref3 ref9">3, 9, 10, 14, 15</xref>
          ]. However, some
approaches go beyond using just simple before relations:
        </p>
        <p>
          Li et.al. [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] extended before relations by mutual
exclusive links between events in order to faciliate more
coherent stories. Riedl, Thue, and Bulitko employed
partial-order causal link (POCL) plans, a combination
of temporal and causal relations between events,
leading to a directed acyclic graph. Jung et.al. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] built
an ontology with hasPreviousAction (before) and
hasNextAction (after ) relations from how-to instructions
that form a temporal order. Chambers and Jurafsky
[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] used the narrative chain model that relies on the
assumption that every story has a protagonist. They
used (subject, predicate, object ) triples and detected
protagonist actions through similarity matchings of
subjects and objects. Thus, instead of linking events,
they linked predicates with before relations.
3.3
        </p>
      </sec>
      <sec id="sec-3-12">
        <title>Story Merging / Matching / Embedding</title>
        <p>Merging stories is sometimes a necessary procedure,
e.g. when combining several short descriptions into
a more complex story. Then, several di erent stories
have to be matched, merged and embedded as needed.</p>
        <p>
          Li et.al. [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] built story scripts from short stories
collected through crowdsourcing and dealt with
merging similar events, establishing partial orders, and
determining parallel events. The merged script is then
revised in a second crowdsourcing task. They
extended their work in a later publication [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] by also
considering mutual exclusion between events
originating from di erent stories, to improve the script's
coherence. Jung et.al. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] used similarity measures
between eHow and wikiHow goals to integrate how-to
instructions from di erent sources and users.
3.4
        </p>
      </sec>
      <sec id="sec-3-13">
        <title>Story Generation</title>
        <p>Story generation techniques are generally applied to a
script (or similar structure) comprising a number of
stories. Of all possible stories that can be told with
the script, one is chosen.</p>
        <p>
          Riedl, Thue, and Bulitko [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] used a planner to
choose an event chain in a POCL plan that
considered all temporal author goals among other events.
This event chain is then told as a story. However,
they noted that planning algorithms primarily serve as
problem solvers and do not provide an arc of suspense
that would make a good story. Jung et.al. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] utilized
user contexts to nd appropriate stories from the
howto instructions. They matched the user action history
to the action sequences of their story graphs and
extracted candidate stories that were then presented to
the user.
        </p>
        <p>
          Brenner [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] introduced continual multiagent
planning that involves multiple agents in the planning
process of a story. Each agent has prede ned sets
of actions, capabilities of perception and
communication, mutual beliefs, and goals. Brenner used the
multi agent planning language (MAPL), an extension
of the planning domain de nition language and enables
agents to collaboratively generate stories.
3.5
        </p>
      </sec>
      <sec id="sec-3-14">
        <title>Storytelling</title>
        <p>
          Causal progression of story plots does not necessarily
produce \good" stories. The actions of the
protagonists must also be comprehensible and the story has to
be exciting. To produce such a story, Riedl, Thue, and
Bulitko [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] used experience management for
interactive stories which \is the process whereby a player's
agency is balanced against the desire to bring about
a coherent, structured narrative experience". They
suggested an experience manager that adapts a story
according to the play style of a player.
        </p>
        <p>
          Brenner [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] denoted motivation and emotion as part
of the \interesting aspects of narrative" that are not
handled by state-of-the-art planners. He introduced
goal dynamics into a story by allowing agents to adopt
\temporary subgoals" (e.g. \when accepting a request
by another agent") and enabled \multi-faceted
personalities" through conditional goals. Thus, he
enhanced the produced stories by simulating motivations
through emotion.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Experience Management tracted Stories on Ex</title>
      <p>
        We presented recent related work for each of the ve
ways in which stories are involved in the CSR life cycle.
However, if recent storytelling systems are observed in
greater detail, one fact attracts attention: Why is it,
that no storytelling system covers all ve ways? It
seems that there is a lack of systems that do both
{ extract stories from social media sources and tell
each individual story using an appropriate storytelling
structure. Actually, others identi ed the same
problem. Gervas [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] stated: \Because the issue of what
should be valued in a story is unclear, research
implementations tend to sidestep it, generally omitting
systematic evaluation in favor of the presentation of
hand-picked star examples of system output as means
of system validation."
      </p>
      <p>It seems to be the case that research on storytelling
either focuses on automatic story extraction, or on
telling the story in an encouraging way by using
storytelling structures. To the best of our knowledge, we
were not able to nd a system that combines both. As
it turned out, this problem is also the core problem of
computer-aided story writing.</p>
      <p>Figure 2 presents the problem in the
computeraided story writing context, by introducing experience
management: The box in the center contains the goal
of experience management, an exciting and involving
story. The left branch displays a simpli ed social
media story extraction process as has been explained
before and the right branch shows the CSR task
development. While the left branch supplies the augmented
story world, the right branch provides the means
necessary to tell an interesting story.</p>
      <p>
        Starting with the CSR task, a story idea leads to
corporate goals (that are similar to Riedl, Thue, and
Bulitko's temporal author goals [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]). Based on these
corporate goals, appropriate storytelling structures are
derived and mapped and merged with the story world.
How this mapping and merging could be realized is the
core problem of experience management in
computeraided story writing.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and Future Work</title>
      <p>In this paper we proposed a model for computer-aided
story writing in CSR context. Our goal was to
explore the possibilities of getting people involved in CSR
campaigns by telling good and engaging stories. We
have found our goal to be satis ed for the most part
but identi ed a problem that seems to be present in
state-of-the-art storytelling systems: Given a number
of extracted stories and storytelling structures, how
can an automated mapping of stories and appropriate
storytelling structures be achieved?</p>
      <p>
        We will address this problem in future contributions
and want to encourage others to do likewise. A rst
approach could be a user study that evaluates the
applicability of a number of manually crafted storytelling
structures on extracted stories, in order to provide a
baseline for approaches providing dynamic storytelling
structures. This could help with evaluating
systematically, \what should be valued in a story" [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
    </sec>
  </body>
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