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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Adding Suspense to a Story Generation System through a Cognitive Model of the Impact of A ective Terms</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pablo Delatorre</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carlos Leon</string-name>
          <email>cleon@ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manuel Palomo-Duarte</string-name>
          <email>manuel.palomo@uca.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pablo Gervas</string-name>
          <email>pgervas@sip.ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University Complutense of Madrid</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Cadiz</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Suspense is known to play a crucial role in storytelling phenomena in general, and computational storytelling systems in particular. While several story generation algorithms have addressed suspense, they have usually done so either by focusing on the narratology-related aspects, or by providing functional approximations of the potential response. In this paper, following the overall objective of devising a cognitive model of suspenseful stories, we have adapted a story generation system so that it includes elements represented by a ective terms extracted from experiments. In this way, we put the focus on the cognitive aspects. The obtained results suggest that the generation model works and that evaluators perceive levels of suspense comparable to the ones obtained in the previous contributions.</p>
      </abstract>
      <kwd-group>
        <kwd>suspense</kwd>
        <kwd>story generation</kwd>
        <kwd>computational creativity</kwd>
        <kwd>cognitive modeling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The long-standing goal of achieving creative behavior in an automatic story
generation system requires, at least, mimicking aspects of narrative that humans
commonly use and thus expect when they experience storytelling. Among these
aspects, suspense is one of the most prominent and e ective ones. Actually,
it is a key factor in a wide range of narrative media: together with coherence
and thematic complexity, suspense explains 54% of the variance in interest of a
narrative, making the single greatest contribution explaining roughly 34% [30,
p. 436, 444].</p>
      <p>
        Being such an important aspect, several computational systems producing
suspenseful stories have been created. Many of them have focused on partial
perspectives. They mostly tend to focus on cognitive-related aspects by analyzing
the escape strategy of the protagonists, as can be seen in the work of Gerrig &amp;
Bernardo (1994) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]{. For example, the unawareness of the threat [34, p. 95], the
proximity [5, p. 73] and importance [36, p. 63] of the outcome; or the environment
features [33, p. 4], among others. From the point of the narrative theories, those
and other properties work together to evoke the emotion of suspense. We believe
that in order to build robust suspenseful story generation systems, all these
cognitive aspects must be leveraged and be the focus of the computational model.
      </p>
      <p>
        With this objective in mind, we have previously proposed an architecture that
tries to address the cognitive aspects of suspense as a whole [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Furthermore,
we have provided evidence that general a ective responses of the audience to
the elements in the scene in uence suspense when this elements are showed in
the scene [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        In this paper we describe the process and the results of adding a cognitive
model of the in uence of decorative elements versus other scene a ective elements
{threat features and resources{ in the perception of suspense to an automatic
storytelling system. To achieve this, the architecture has been built as integrated
part of the generator Stella [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>In order to test the results, we have developed a stripped-down version of
Stella. This version is able to produce stories that include several elements and
actions that trigger speci c cognitive responses in the audience. With these
generated stories, an experiment with N = 37 human subjects was conducted. The
subjects rated their perceived suspense from an small core of suspenseful stories
based on a classical threat-discover and escape sequence.</p>
      <p>From the set of stories generated by the story generator, four representative
scenes were selected by hand. The selection was carried out according to the
affective values of a set of features: threat profession, threat physical aspect, threat
weapon and decorative elements. The results suggest that including explicit,
validated cognitive model of the reaction to suspenseful improves generation results
and, more importantly, provides a new set of parameters for story generation.</p>
      <p>The paper is structured as follows: Section 2 describes the related previous
work on suspense through emotions evoked by story concepts, and how suspense
is currently treated by automatic storytellings. Section 3 explains the inclusion
of the architecture model in Stella. Section 4 describes the experiment, whose
results are detailed in Section 5. Finally, Section 6 and Section 7, respectively,
discuss and summarize these results.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>This section tries to provide a general description of the state of the art in the
related elds: emotions and their relation with decorative elements (sec. 2.1),
automatic suspense generation (sec. 2.2) and the story generation system that
was adapted for this research (sec. 2.3).
2.1</p>
      <sec id="sec-2-1">
        <title>Emotions associated to concepts and impact of decorative elements</title>
        <p>
          The impact in suspense of the elements in the scene seems to be strongly
related to their semantics and the emotional characteristics that, on average, they
trigger on the audience [13, p. 28]. This hypothesis was demonstrated in [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
This evidence makes it possible for a computational system to include this
information for predicting suspenseful reactions to decorative elements. A ective
Norms for English Words (ANEW) was used to make the predictions, being this
an extensive list that contains a number of emotional aspects of the included
terms.
        </p>
        <p>
          The American ANEW was created as the result of an experiment of Bradley
and Lang (1999). Participants were asked for the emotional a ection of 1034
words. To evaluate the set of words, participants selected each dimension
painting in a 9-point rating scale represented by the Self-Assessment Manikin (SAM)
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Devised by Lang in 1980, the SAM model is a non-verbal, pictorial assessment
technique that directly measures the emotion conceptualizing it in three
dimensions: valence (or pleasure, ranging from pleasant to unpleasant ), arousal
(ranging from calm to excited ) and dominance (or control, ranging from in control to
out of control ) associated with a person's a ective reaction to a wide variety of
stimuli [16, p. 39] [2, p. 49]. ANEW experiment has been replicated for several
languages as French, Finnish, Dutch, Portuguese or Italian [
          <xref ref-type="bibr" rid="ref14 ref20 ref21 ref22 ref31">20,14,22,31,21</xref>
          ].
        </p>
        <p>Emotional valence describes the extent to which something cause a positive
or a negative emotion [8, p. 79]. In terms of the story, an element has a negative
valence when it pushes towards a negative outcome. It has been extensively
investigated the paradox in that texts with negative valence are perceived as
more amusing than texts with neutral or positive valence.</p>
        <p>
          The second dimension is the arousal [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], that refers the intensity of the
emotion [8, p. 79]. This dimension seems to have a similar e ect on the audience that
the pattern found in negative valence. So, the higher the discomfort during the
tension phase, the higher the pleasure in the moment of resolution [17, p. 82].
Novelists and narratologists agree with that the duration of this intensity has
an important role in this tension. \Suspense" comes from the world \suspend".
Its etymology suggest that the more suspense is wanted, the longer suspend the
scene is needed [24, p. 106]. Presenting the outcome a little later than expected
[9, p. 325] is a key that relates suspense and timing.
        </p>
        <p>Finally, the third dimension, called dominance, control or power, re ects the
degree of control an individual feels over a speci c stimulus and extends from
out of control to in control [21, p. 888].</p>
        <p>In Delatorre et al. (2017), results show that these a ective dimensions make
it possible to suspense in a scene through the modi cation of the decorative
elements present in it. Thus, decorative elements, even when not in uencing
the narrative plot, impact the perception of suspense. This impact is related to
the emotional features of these objects [11, p. 297]. Concretely, the experiments
support that valence and dominance are moderately correlated with suspense
( val = 0:579, p &lt; 0:01; dom = 0:423, p &lt; 0:01) for textual stories.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Automatic Suspense Generation Systems</title>
        <p>This section has summarized the treatment of suspense in the main
computational narrative systems. Given the scope of the proposed model of suspense, the
review focuses on generative systems.</p>
        <p>
          MEXICA [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] is a program that writes short stories about the Mexicas, the
old inhabitants of what today is Mexico City [27, p. 2]. These stories are
represented as clusters of emotional links and tensions between characters,
progressing during development, and whose operators, intensity and prede ned texts
are customizable. In MEXICA, it is assumed that a story is interesting when
it includes degradation-improvement processes (i.e., con ict and resolution) [27,
p. 4]. Throughout the history, emotional links among the characters vary as a
result of their interactions; so, princess healed jaguar knight produces the e ect
of increasing a positive emotion (gratitude) from the knight to the princess.
        </p>
        <p>MEXICA is an exception in the use of positive emotions to implement the
narrative tension. The system works with two prede ned types of emotion:
brotherly love and amorous love, both ranging from -3 (negative emotion) to 3
(positive emotion). Additionally, ten types of tension are de ned (actor dead, love
competition, health normal. . . ), which are generated based on the type and
emotional value of each character. The stories search degradation-improvement
curves through actions that transform the extent of the tensions.</p>
        <p>
          MINSTREL [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ], meanwhile, is a complex program that writes short stories
about Arthurian legends, implemented on a case-based problem-solver where
past cases are stored in an episodic memory [28, p. 4]. MINSTREL recognizes
narrative tension plots and tries to increase the suspense by adding more
emotionally charged scenes, by storing a simple ranking which tells when such
inclusion is reasonable; for example, when the action is preserving a life. It uses
two strategies for generating suspense: via character emotion and via character
escape. In the rst one, text includes a sentence that describes the fear of the
character about the immediate threat. The second one adds another sentence
that reports a failed character's attempt [35, p. 123{126].
        </p>
        <p>
          Another initiative is Suspenser [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], that creates stories with the objective
of increasing the reader's suspense. It provides an intermediate layer between
the fabula generation and the discourse generation, which selects the steps of
the plot according to their value of importance for the nal goal. For this and
based on the Gerrig &amp; Bernardo's assumption3, Suspenser uses a set of heuristics
grounded in the number of paths available for the character to reach its goal,
considering optimal the probability of protagonists' success as 1/100 [6, p. 59].
        </p>
        <p>
          Also based in Gerrig &amp; Bernardo's work, Dramatis proposes an
implementation of a system to evaluate suspense in stories that utilizes a memory model
and a goal selection process [26, p. 5], assuming that the reader, when faced
with a narrative, evaluates the set of possible future states in order to nd the
best option for the protagonist. With a similar target, Dramatis generates
escape plans attempting to \break" the causal links that would reach non-desired
3 \Readers feel suspense when led to believe that the quantity or quality of path
through the hero's problem space has become diminished". [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]
goals (typically, the character death) and the reader could predict more easily.
To do this, the memory model assigns more relevance to the elements recently
narrated than to those mentioned at the beginning of the story.
        </p>
        <p>
          Finally, we review IDtension [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], a drama project which comes up in order
to demonstrate the possibility of combining narrative and interactivity. Unlike
approaches based in character's chances or the course of the actions, it conceives
the stories based on narrative properties (con ict or suspense).
        </p>
        <p>Suspense is treated by IDtension as a reaction to the obstacles (con icts),
and is correlated to the risk of facing every expected obstacle (high or low risk,
without intermediate values). The narrative e ects of the tension are calculated
by six criteria: ethical consistency, motivational consistency, relevance, cognitive
load (in uence in the story), characterization and con ict. Also, the condition is
managed by a series of actions as accepting, refusing, congratulate, etc., available
for use on / among the characters.</p>
        <p>With respect to our goals, the review of the above systems has exposed the
aforementioned comparative limitation: we can observe that none of them takes
into account a general cognitive theories as explicit part of the model, neither
physical aspect, resources nor environmental issues.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>The Story Generation System Stella</title>
        <p>
          Stella is a story generation system based on a hybrid model in which exhaustive,
non-deterministic simulation is controlled by a narrative layer [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
        </p>
        <p>Stella models stories as time-ordered sequences of states. Each state contains
a detailed representation of each of the entities that populate it: physical
information, emotions, intentions, knowledge about the world, and others. The
simulation is carried out non-deterministically. On each generation step, the current
state scurrent is expanded and all its potential next states fs1next; s2next; : : : ; snnextg
are generated. This means that, for each non-deterministic option for each next
value of each attribute for each entity, a new path is created. This produces a
vast generative space of stories.</p>
        <p>The narrative layer receives this huge space and uses narrative information to
identify the best alternatives. In order to do this, Stella uses several techniques.
The system allows to set conditions for the output stories. For instance, it is
possible to lter out those stories which do not include a murder, or search
for stories in which there is a love scene. Stella can also control the generative
process by setting narrative aspects like length, amount of interaction between
characters and other general aspects of narrative.</p>
        <p>
          Additionally, Stella can drive the generation by controlling the evolution
of user-de ned dimensions, which are represented as curves [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Each of these
dimensions are given to the system in the form of objective curves, and Stella
controls the generation so that the resulting curve for each of the dimensions
matches the objective with a given error margin.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Including A ective Terms and their Impact in the</title>
    </sec>
    <sec id="sec-4">
      <title>Story Generation System</title>
      <p>As previously introduced, the main objective of this research is to include a
partial cognitive model of suspense in a story generation system. This section
explains how the Stella story generation system has been adapted to generate
short suspenseful stories by including elements and actions that convey a ective
response related to suspense.
3.1</p>
      <sec id="sec-4-1">
        <title>Stellite: A stripped-down version of Stella</title>
        <p>As introduced in section 2.3, the story generation system Stella addresses many
characteristics of storytelling. This implies a complex execution model and an
elaborated data model. These two aspects make it di cult to isolate and control
a speci c subset of the generation parameters, which is crucial if the output is
to be tested against human evaluators.</p>
        <p>In order to run a more controlled environment, a new, stripped-down version
of Stella has been created. In this version, only the core generation engine and the
knowledge model have been kept. The curves generation and matching engine
have been removed, and the generation constraints and objectives have been
made simpler.</p>
        <p>The simulation engine has also been simpli ed. The physics subsystem in
Stella is based on Newtonian equations, and Stellite only performs simple
computations for movement in a discrete world. Instead of having a full physics
engine, in Stellite characters move only to interesting locations (i.e. hard-coded
landmarks). Besides, manipulation in the full version of Stella lets characters
grab and store things, and do multiple things at the same time if they are
possible. In Stellite, characters can only grab or release one item. Instead of
developed behavioural models, they have simple traits (like \being a murderer")
and straightforward objectives (\escaping" or \killing") which are now speci c
symbols with semantics intended to guide the generation.</p>
        <p>With this added information, Stellite performs story generation. This process
creates stories as ordered sequences of states. The generation in carried out
nondeterministically, in such a way that for each current state scurrent all possible
next states fs1next; s2next; : : : ; snnextg are explored, in the same way that original
Stella does. The expansion of the nodes uses the non-deterministic simulation
engine to produce all candidate new states. On each new state, all characters
are updated: they receive the world information, reason, update their objectives,
and act accordingly.</p>
        <p>
          Compared to Stella, the set of output stories is noticeable smaller. This
reduces the chances to nd a highly original story, and makes it impossible to
generate at a very ne detail, but the generation is faster and the output stories
are all coherent.
As introduced in Section 2.1, we have previously found a correlation between
the a ective aspects of terms and the suspenseful feeling they trigger [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. That
study was carried out using ANEW, which is a validated mapping from terms to
these a ective values. The ANEW model relates terms with their valence, arousal
and dominance [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Since the evaluation of the system has been carried out with
native Spanish speakers {see Section 4.1{, the Spanish version of ANEW [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] was
used. Although there are some di erences between the Spanish and the English
version of ANEW, the terms in both studies are the same.
        </p>
        <p>
          ANEW includes 1034 words. For implementing Stellite and testing the e ect
of terms, we have selected a subset justi ed by the category of the terms:
professions (20) {from terrorist (valence of 1.51) to writer (6.47){, physical adjectives
(30) {from sick (valence of 1.61) to elegant (7.23){, handheld weapons (9) {from
pistol (valence of 1.83) to bottle (5.10){ and decorative elements (25) {{from
corpse (valence of 1.41) to ower (7.34); this one coming from the set already
collected in [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]{.
        </p>
        <p>In order to model professions in Stellite, we have selected names that
represent tasks which may be performed by the corresponding characters.
Physical adjectives are considered as visually perceptible features. The set of chosen
handheld weapons includes resources that can be used by a character to attack
another character. Likewise, decorative elements are de ned as those entities
present in a scene or story which do not play a role in the main plot, and could
therefore be interchanged by others or removed without any relevant change in
the narrative structure of a story. Accordingly, no entity in Stellite interacts with
them.
4</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Experiment</title>
      <p>This section describes the experiment and the methodology that was applied
to extract the information about the existing di erences between audiences of
interactive and non-interactive stories. Section 5 describes the results.
4.1</p>
      <sec id="sec-5-1">
        <title>Participants</title>
        <p>The experiment took place in the Computer Science Faculty of University of
Cadiz (Spain). The experiment was publicly announced to all students, and those
wanting to take part in it voluntary enrolled. The objective and the process were
explained to them and they all accepted the conditions. Thirty seven
undergraduate students (N = 37), 32 males (86.49%) and 5 females (13.51%) participated.
All the participants were students of Computer Science degree. Their ages ranged
from 21 to 33 years (mean = 23:92, stdev = 3:15). All participants were Spanish
native speakers. There was no compensation for participating in the experiment.</p>
        <p>The low proportion of volunteer female subjects made the experiment
unbalanced in terms of participants' gender. This issue is analyzed in Section 5 and
discussed in Section 6.
4.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>Story</title>
        <p>Stellite was parameterized to generate stories about one character trying to
escape and one \murderer" trying to kill him. The world was formed by a simple
map including a bedroom, a corridor and a room with an exit door. The generator
was con gured to generate stories with 6 events.</p>
        <p>By combining character decisions, a ective terms and di erent endings,
Stellite generated 10275 stories. Several stories did not include any suspenseful event,
and some others did nish without a clear outcome. In order for the evaluation
to be doable and useful, we decided to choose one instance in which there was
some suspense. It is obvious that this selection a ects the overall results, and
this is discussed in Section 6.</p>
        <p>The text was generated from the structured representation. The content was
ltered and rendered in Spanish with simple text templates. The chosen story is
shown next4:</p>
        <p>John walked down the corridor, trying not to make noises. Suddenly, he heard
something behind. When he turned back, he saw the terrorist. The terrorist
was sick and carried a pistol. John tried to escape through the door. On the
oor, there was a ower. John opened the door. The terrorist chased John.</p>
        <p>In order to provide variation, we selected four versions of the previous short
story in Stellite. For selecting these versions, we combined decorative elements
and profession-aspect-weapon (threat), and crossed maximum and minimum
values of valence. The next list details the selection:
1. The threat is a sick terrorist carrying a pistol. There is a corpse on the oor:
minimum valence for scene, minimum valence for decoration.
2. The threat (the murderer) is a sick terrorist carrying a pistol. There is a
ower on the oor: minimum valence for scene, maximum valence for
decoration.
3. The threat is an elegant writer carrying a hammer. There is a ower on the
oor: maximum valence for scene, minimum valence for decoration.
4. The threat is an elegant writer carrying a hammer. There is a corpse on the
oor: maximum valence for scene, maximum valence for decoration.
The experiment was run as a paper-and-pencil session in one single classroom.
Participants were randomly placed, keeping an empty table between each pair.
4 In the original Spanish: \Juan caminaba por el pasillo tratando de no hacer ruido.</p>
        <p>De repente, oyo algo a su espalda. Cuando se volvio, vio al terrorista. El terrorista
estaba enfermo y llevaba una pistola. Juan intento escapar por una puerta. Junto a
la puerta, en el suelo, hab a una or. Juan abrio la puerta. El terrorista persiguio a
Juan."
A single demographic survey was lled by each participant. The experiment was
explained. Subjects were warned that the scene that they were about to read
could have been written either by a human or by a computer. After this point,
the content was presented, handing the evaluator over a sheet with one version
of the story. Versions were equally distributed.</p>
        <p>The test invited the participant to imagine the scene and rate the level of
suspense using a 1 to 9 range (according to the SAM model, which is used by
ANEW). Additionally, subjects were asked to answer the question: \Do you
think this story has been written by a human?".
5</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Results</title>
      <p>This section details the results obtained from the experiments described in
previous Section 4, comparing the suspense of the di erent versions of the scene.
For all measures, the criteria for statistical signi cance was set at = 0:05.</p>
      <p>Globally, results show a moderate-high downhill correlation between reported
suspense and valence of the scene ( = 0:749, p &lt; 0:000). There are three
different signi cant groups identi ed. There were no signi cant di erences between
version 2 and 3. Di erences by story elements are showed5 in Fig. 1.</p>
      <p>When comparing the e ect of the threat with decorative elements, results
show that both in uence reported suspense. However, the e ect of decoration
(Z = 2:394, p &lt; 0:02) is weaker than the e ect of the threat features (Z = 4:945,
p &lt; 0:000). Illustratively, Table 2 shows the mean and standard deviation for
each dimension, where a sightly higher standard deviation is observed when the
decorative element is a ower.</p>
      <p>This e ect of decorative elements may be contrasted by analyzing the
responses on whether the question had been written by a human or not. Actually,
while signi cant in uence of the threat features was not found (Z = 0:176, p =
0:860), the decorative elements used in the story clearly in uence it (Z = 2:129,
p &lt; 0:05): 72.22% of the subjects reported that the creator was a machine when
the decorator was the ower; in contrast, only 36.84% of the subject reported
that opinion when the decorator was the corpse. This may be in uenced by the
coherence of the element in the story, as will be discussed in Section 6.
Tak5 Terrorist includes sick and pistol. Likewise, writer includes elegant and hammer. It
has been reduced due to the limited space.</p>
      <p>e
s
n
e
p
su 6
s
d
e
tr
o
p
re 4
a
7.9
(0.99)
dimension mean std
threat feature
sick terrorist carrying a pistol 7.15 1.80
elegant writer carrying a hammer 4.11 1.93
decorative element
corpse 6.63 1.95</p>
      <p>ower 4.67 2.47
ing into account all the answers, 54.05% of subjects thought that the story was
generated by a machine, 35.13% when the ower was in scene.</p>
      <p>Finally, no signi cant in uence of gender in general reported suspense has
been found (Z = 0:135, p = 0:893). The same result has been obtained when
analyzing the impact of the a ective elements by itself.
6</p>
    </sec>
    <sec id="sec-7">
      <title>Discussion</title>
      <p>Despite of the promising results, some issues need to be addressed.</p>
      <p>
        In contrast to the idea that audience gender in uences suspense [
        <xref ref-type="bibr" rid="ref23 ref25 ref4">23,4,25</xref>
        ],
no signi cant di erences were reported in the analysis. It may be due to the
small number of female subjects (5), so we cannot obviate the gender impact.
Although it does not invalidate the general conclusions of this study, this e ect
must be reviewed more closely in further research.
      </p>
      <p>The seed story used for the experiment, while generated by the story
generation system, was chosen by hand. Automatically identifying which story would
provide the best outcome (or a list of valid set of answers in terms of suspense)
would require a computational system at least as complex as the story
generation system. This would have made it impossible to run the proposed texts.
However, further research considers addressing this issue and provide a model of
identifying promising stories.</p>
      <p>It is perceptible that most subjects consider the story as created by a
computer when the scene includes the ower. We understand that this e ect is due to
a sort of learned-inconsistence: while corpse is a self-explained typical decorator
in a suspenseful chase scene, focusing a ower may be decontextualized.</p>
      <p>In fact, there are combinations of elements that have not been tested and
could evoke a similar perception {for example, what would happen if the terrorist
is carrying the hammer{. However, checking the consistence of a ective elements
working together, despite it is an essential mechanism of an automatic generator
of suspense, it is outside the scope of this paper.
7</p>
    </sec>
    <sec id="sec-8">
      <title>Conclusions</title>
      <p>The paper has described an original system that produces short stories by
including suspenseful decorative elements in them. The decorative elements and
their expected impact in humans were previously validated, and we have used
this information to compare the performance of the story generation system
against the expected value with human evaluators.</p>
      <p>Additionally, other evaluable a ective elements, which were not tested
previously {threat features and resources{, have been included in Stellite. The in
uence found in the reported suspense by the experimental subjects supports the
evidence that the e ect of the emotional a ectivity is not limited to the
decorative elements. It leads to analyze the particularities of this e ect and quantify
it, in comparison with the decorative elements, as immediate future work. This
will be addressed as part of the future work.</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgements</title>
      <p>This work has been funded by the Andalusian Government under the
University of Cadiz programme for Researching and Innovation in Education 2015/2016
(SOL-201500054211-TRA), and by the IDiLyCo project (TIN2015-66655-R) funded
by the Spanish Ministry of Economy, Industry and Competitiveness.</p>
      <p>The research presented in this paper has been carried out as part of the
rst author's work in the PhD Programme in Computer Science of Universidad
Complutense de Madrid (RD 99/2011) and is part of his PhD dissertation.</p>
    </sec>
  </body>
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