=Paper=
{{Paper
|id=Vol-3865/14_paper
|storemode=property
|title=From plot to prompts: a case study on interactive narratives in museums (short paper)
|pdfUrl=https://ceur-ws.org/Vol-3865/14_paper.pdf
|volume=Vol-3865
|authors=Enrico Mensa,Rossana Damiano
|dblpUrl=https://dblp.org/rec/conf/aiia/MensaD24
}}
==From plot to prompts: a case study on interactive narratives in museums (short paper)==
.
From plot to prompts: a case study on interactive
narratives in museums
Enrico Mensa1,∗,† , Rossana Damiano1,†
1
Dipartimento di Informatica, Università di Torino
Abstract
In the cultural field, Artificial Intelligence can assist heritage professionals in the creation and development of
stories; in addition, it can manage interactivity, monitoring the audience response in real time. In this paper,
we introduce a case study on interactive narratives in museums carried out at the Egyptian Museum in Turin
within the framework of the Italian project “Cultural Heritage Active Innovation for Next-Gen Sustainable Society
(CHANGES)”. The case study consists in the design and implementation of a digital platform that assists curators
in writing interactive stories tailored to the assets and equipment available for a given venue. The platform
supports the curator in mapping the museum collection onto the story events and generating the text and media
for each event using Large Language Models (LLM).
Keywords
Interactive storytelling, Prompt Engineering, Museum narratives
1. Introduction
In the cultural field, Artificial Intelligence can support the creation of narratives in two main complemen-
tary ways. On the one hand, AI can support human creativity, assisting cultural heritage professionals
in the creation and development of stories; on the other, it can manage interactivity, monitoring the
audience response in real time to optimize the progress of the story according to some predefined path.
Concerning the creative process, an input can come from the availability of data in digital form,
which could be fed to AI tools to create (or support the creation of) narratives that fit the needs of
specific cultural venues. However, the creation of well crafted, solidly constructed stories is still out the
reach of AI: stories, in fact, obey to a complex and articulated set of conventions and rules, as witnesses
by the long tradition of story and script writing literature, from Propp to Polti and Campbell [1, 2, 3].
For the same reason, creating engaging stories is notoriously a demanding activity, which requires
professional skills and resources. In the cultural contexts, this problem is exacerbated by the need to
keep a close control on the cultural notions conveyed by the narrative.
In this paper, we introduce a case study on interactive narratives in museums carried out at the
Egyptian Museum in Turin1 within the framework of the Italian project “Cultural Heritage Active
Innovation for Next-Gen Sustainable Society (CHANGES)”, 2022-2025. Developed as part of the action
on “Virtual technologies for museums and art collections (Spoke 4)”, the case study consists in the
design and implementation of a digital platform that assists curators in writing interactive stories
tailored to the assets and equipment available for a given venue. Our approach assumes that the story
plot is manually created and helps the curator to map the museum collection onto the story events and
generate the text and media for each event using Large Language Models (LLM) as a way to boost and
support the creative process.
3rd Workshop on Artificial Intelligence for Cultural Heritage (AI4CH 2024, https:// ai4ch.di.unito.it/ ), co-located with the 23nd
International Conference of the Italian Association for Artificial Intelligence (AIxIA 2024). 26-28 November 2024, Bolzano, Italy
∗
Corresponding author.
†
These authors contributed equally.
Envelope-Open enrico.mensa@runito.it (E. Mensa); rossana.damiano@unito.it (R. Damiano)
© 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
1
https://www.museoegizio.it/
CEUR
ceur-ws.org
Workshop ISSN 1613-0073
Proceedings
This paper is structured as follows. After discussing the role of storytelling in cultural contexts in
Section 2, we describe the abstract architecture of our system in Section 3. Section 4 illustrates the
creation of prompts from an annotated story events, exemplified in Section 4.3. Conclusion and future
work end the paper.
2. Storytelling in Cultural Heritage: background and state of the art
The numerous advantages of storytelling have been explored in various disciplinary fields in the last
decades. In the field of communication, storytelling is considered a particularly effective and easy
to remember format for conveying information, thanks to the intrinsic compactness of the message
[4, 5]. In cognitive and social psychology, it has been recognized that stories have the specific function
of transmitting the values of a culture [6]. In media aesthetics, the ability of narratives to engage
the public has been related to the process of identification with the characters [7, 8]. In narratology,
narrative structures have been studied in order to extract patterns of meaning (motifs, tropes, situations)
recurring between genres and cultures [2, 9] and media [3].
Looking specifically at the relationships between cultural heritage and narrative heritage (also
intended in its meaning of intangible heritage), it can be observed that cultural objects often refer to
narrative elements, such as mythological characters and deities (e.g. Ariadne, Horus), events and actions
(e.g. leaving, fighting, donating), objects (e.g. the ball of yarn, the scales), and places (e.g. Arcadia,
Rome). The intrinsic narrative component of cultural objects can be exploited by curators to create
narratives with which visitors can relate on an emotional level, accessing through them the objects to
which they refer. Such stories typically have varying degrees of “narrativity”, ranging from a simple
sequential ordering of objects to the construction of a set of chronological and causal relationships
between narrative episodes. In the field of cultural heritage communication and dissemination, recent
findings suggest that the experience of interactive narratives adds a sense of agency to the visitor’s
narrative experience positively affecting learning: “Agency, in particular, can indeed play a key role in
transformative learning.” [10].
Finally, it is necessary to highlight the difference between narrative content and its realization. The
same narrative content, understood as a semantic representation of a set of narrative elements and the
relationships (temporal, causal, thematic, etc.) between them, can be conveyed to the public through
different media and languages [11], producing narratives that can be directly enjoyed by the public
through a specific format, normally typical of a specific communication medium: the textual format
of a biographical profile, the visual format of a chronological one on an information panel, the video
format of a documentary in a thematic room. From a computational point of view, this distinction is
relevant because it enables the separation of the representational component of a story, which can
be manipulated at a symbolic level by a formal system, from its expressive component, which can be
realized with different means and with different degrees of automation. For example, the work by
[12, 13] exemplifies the creation of narratives that allows the audience to explore archaeometric findings
in a VR application.
3. System Architecture
The architecture of the platform keeps the story editing process distinct from the story delivery (Figure
1), similarly to the approach described by [14]. The process starts from the Templates Editor and the
Annotation Editor. The first tool is designed to assist curators in the development of Narrative templates
(or story templates) which define the various scenes of a story. In each scene the curator can directly
specify elements such as characters, objects and background by selecting them in the Knowledge Base
(KB), or leave them as free ‘variables’ which will then be populated automatically at a later stage.
The Annotation Editor, on the other side, is a tool designed for the annotation of museum elements.
The annotation provides both semantic information regarding the museum item (e.g., its name, use,
ownership, etc.) and technical details of the asset (e.g., its a video, image, etc.). The Story Editor then
Stage Specifications
…
Narrative Templates …
…
…
Templates
Editor
Story Stage Playable
… Story
Editor Manager Story
Annotated Museum Items
Name: …
Period: …
Material: …
Annotation …
Editor
…
Figure 1: The System Architecture. The Story Editor allows the curator to create a complete story by filling a
narrative template with the narrative entities from the museum collection. The Stage Manager converts the
story specification into an object which can be played with the equipment of a specific exhibit.
fully instantiates a narrative template by fixing the variables that were left free by the curator. The
output of this phase is a Story, namely a story graph where nodes (the story scenes) are populated with
specific narrative characters and objects taking part into specific events and the transition to the next
node is specified as a function of the audience input. Finally, the last element of the pipeline is the Stage
Manager, which matches the populated story structure onto the available media assets in the platform
(as provided by the Annontation Editor) and convert it into a complex digital object (i.e., an aggregate
of scripts and resources for a given game engine) that can be played on the infrastructure available at
the museum (the Stage) where the audience can enjoy it.
In detail, the repository of narrative templates consists of a set of pre-defined story templates, sort of
“narrative archetypes” [15], whose function is to simplify the creation of stories by providing narrative
patterns designed to meet the goal of engaging the audience of the museum. The notion of surveying and
cataloguing patterns in storytelling and drama is rooted in a long tradition, spanning from ethnology [9]
and classical studies (Highet 1949) to semiotics [1] and scriptwriting [2, 3]. Archetypal representation
of stories and characters are pervasive in iconology, from Warburg’s Bilderatlas to Iconclass, connecting
narratology with art. The goal of these initiatives is to systematize and reuse narrative knowledge to
study stories across cultures, ages and media, but also gather a reliable source of knowledge for creating
compelling, engaging narratives from tested schemes and examples. (see also [16] for an application of
patterns to improvisational theater).
The repository of narrative templates and the annotation of the museum items relies on the vocabulary
for describing stories encoded in a Story Ontology, namely, a formal encoding of the notion of story, its
parts, and the relations over them, expressed through a machine-readable, standard language [17, 18].
The purpose of the ontology is to provide a formal, unambiguous account of the narrative universe,
shared by the human actors in the project and the software architecture that will support the creation
and delivery of the stories in a realization environment. The story ontology formalizes the key elements
of a narrative, including its entities (events arranged in a plot and enacted by characters, with roles such
as protagonist and antagonist and accompanying emotions) and the relations over them (characters’
actions causing effects in the story world and occurring before or after other events), thus providing
the vocabulary through which stories are described in the system, from creation to delivery. By giving
a formal semantics to the description of actual stories, they become open to the application automated
reasoning that can, for instance, classify them into story types, verify their properties against the
ontology, and support the generation of new stories from the existing ones. As mentioned before,
the vocabulary provided by the Story Ontology is employed to encode the narrative entities of both
narrative templates and annotated museum items, in order to ensure that the properties of latter match
Figure 2: An example story graph. The start node is represented in blue, the end nodes in green. Decision nodes
are characterized by multiple continuations.
the narrative context provided by each node in the template.
As an example of narrative entities which may be related to the domain of our case study, the Egyptian
Museum in Turin, take the site called Geblein, situated in Upper Egypt. The archaeological area of
Geblein is formed by two hills; on one of the two hills there are the remains of the Egyptian city of
Per Hathor (house of Hator - goddess of joy, love, motherhood and beauty). On the other hill there are
the remains of the city Inty-shuy. Given this context, the annotation of the location may include the
following narrative entities: Characters, such as the goddess Hator, the ancient inhabitants of the two
cities, Objects of common use in everyday life found in the site; Places, such as the temple of Hator, or
the houses and buildings of the two cities. The archaeological context may include Characters, such as
the archaeologists and local inhabitants working on the excavation, and the linguists expert in ancient
languages and Places such as the natural elements present in the territory, the village and, last but not
least, the archaeological excavation.
4. AI assisted story editing
As described in the previous section, the narrative template repository is designed to help curators
create new variations of each story from its template. A story template defines a series of nodes (scenes)
that follow one another (Figure 2). We refer to these nodes as template nodes belonging to a template
story. We distinguish two types of nodes, that we describe in the following.
Narrative nodes. Narrative nodes are “simple” nodes, which present an outcome or a generic scene
and therefore always and only have one subsequent node. They are made up of a series of fields, each of
which defines a list of variables and constants. Variables will be automatically bound in the future to a
specific value and to this end each variable is defined with a ‘type’ which restricts the legitimate values
that the variable can assume. For example, the Background field could have a variable B that defines a
generic background with type Open_Space . Alternatively, it is possible to directly assign a value to B ,
such as TempioLuxor which is a specific temple contained in the KB. In this case, B is a constant. It is
important to note that variables in the 𝑖-th node can also recall variables from the 0 … (𝑖 − 1)𝑡ℎ previous
nodes: this is a fundamental requirement to allow continuity. The time and climate in which the scene
takes place can also be specified, together with the identifier for the next node in the graph.
The fields we decided to adopt are the following:
• Main characters
• Background characters
• Objects
• Background
• Time
• Weather
• Next node
In addition to these values, each template node also defines:
• Values: what values are represented in this node?
• Tones: what is the narrative tone of the node?
• Summary: a overall description of the node.
Finally, a template node defines a prompt template, that will be fed to a LLM of choosing at the end
of the instantiation phase. The prompt template is defined in the template node in terms of its variables,
e.g., “Write a story in which MC ... ” where MC is the variable corresponding to the main character. The
tone field could also be exploited here to vary the tone of the resulting text.
Decision nodes. Decision nodes have the same skeleton as narrative nodes, however, the next node
field is replaced by 𝑁 next nodes, each with its own textual description. In particular, a question is
posed to visitors who can choose between 𝑁 paths.
An expansion to the framework could involve the implementation of a third type of node, contextual
decision nodes. Visitors could be allowed to make decisions that do not change the plot of the story,
but could potentially influence the appearance of certain characters, objects or backgrounds. This
introduction poses complications for the stage manager that should then be able to dynamically allocate
different resources depending on the decisions of the visitors.
4.1. Story instances
Once the template is fully developed, it can be instantiated. From one template, many variations
(instances) of it can be generated. The curator who decides to generate a story can choose a template
and proceed with an instantiation. This instantiation is developed in two steps, performed node by
node.
Variable binding. Each free variable of the node is bound: values are extracted randomly from the
KB in accordance with the associated type. Naturally, the binding of a variable x affects every further
node that refers to x in one of its fields.
Text generation. Variables in the prompt template can now be replaced with bound values so that
the prompt can be fed to an LLM. The result is then inserted within the node, for a subsequent review
by the curator.
4.2. Playable Story
Once the instantiation attempt is finished, the multimedia elements associated to each bound variable
are retrieved, in accordance with their role (e.g., for the temple_02 background, a 3D render of the
aforementioned temple is taken - or it is generated with a generative system). The various scenes are
then composed, complete with texts/images/sounds/videos and submitted to the curator for a final
correction. Alternative versions of the texts can be re-generated, while the multimedia elements can
be replaced (always preserving the indications of the template node). The ability to manually edit
automatically generated content is fundamental: curators must have the complete control on the final
product in order to ensure that the LLMs do not produce conflicting or irrelevant texts. Once this
process is finished, the instantiated story is now “playable”.
4.3. Story Example
In this section we provide an example of a narrative node and show its instantiation process. The
choosen story narrates the thief of funerary equipment and Figure 3 illustrates the interface for editing
the template of narrative node#3 .
In this example, the main character is defined via the constant MC_1 , which is actually inherited by
node#1 . Its assigned value is Ekhnaton , which is the protagonist of this story (and a specific element
of the KB). Three background characters are defined as variables: two have the type noble_person
Story Template Editor
Search
Summary
Edit Template node#3 The protagonist discovers that his funerary
equipments have disappeared.
Main Characters (1/5) + Time TI: 1500
Weather WE: sunny
- MC_1: Constant Variable Ekhnaton (from node#1)
Tones TO: scary
Values VA:
Background Characters (3/5) +
Prompt Template
- BC_1: Constant Variable noble_person Available variables:
- BC_2: Constant {MC_1} {BC_1} {BC_2} {BC_3} {OB_1} {BG_1}
Variable noble_person
{TI} {WE} {TO}
- BC_3: Constant Variable animal
Write a very brief story with the following plot:
{MC_1} is in {BG_1}. Suddenly, {MC_1} discovers that
Objects (1/5) +
his {OB_1} have disappeared.
Use a {TO} tone.
- OB_1: Constant Variabile Corredo_Fun_23
Background (location) (1/5) +
- BG_1: Constant Variable square Next Node node#4
Figure 3: The Template Node editor. The panel on the left allows selecting the narrative entities appearing in
the node; the box on the right contains the controls for setting the LLM and the generated prompt text.
and one the type animal . The key object of the scene is again a constant, Corredo_Fun_23 , which
is a specific instance of funerary equipment in the KB. The background is a variable of type square .
The prompt template is compiled using the appropriate variables which will be replaced during the
instantiation process. Finally, the next node is node#4 .
During the instantiation process for this node (which happens during the instantiation of the whole
template story), the variables for the background characters and the background are bound to specific
elements of the KB: this search is based on the type of each variables, which is therefore employed as a
filter. These newly bound values, together with the already defined Ekhnaton and Corredo_Fun_23
constants are then replaced in the prompt template, which is then fed to a LLM for the text generation.
Note that the tone (variable TO ) is explicitly used in this prompt template.
5. Conclusion and Future work
This paper illustrates the design of a framework for the development of interactive narratives with the
support of Generative AI models within the context of interactive museum narratives. In our approach
the story is still handcrafted so to allow museum professionals to preserve historical accuracy, but the
generation of all textual content for these stories is demanded to LLMs.
The development and testing of this framework will allow for the investigation of many research
questions. The first issue is the appropriateness of off-the-shelf LLMs: are current LLMs suited for the
task? LLMs are mostly trained on written stories rather then interactive ones. We are not searching for
dialogues and detailed descriptions of the scenery (since the scene is directly shown to the curator via
the stage manager) and so the adherence to the prompts is of the utmost relevance in this application.
The development of specific benchmarks will shed light on this issues.
A final interesting aspect has to do with the overall dimensionality of a story. How many decision
nodes vs narrative nodes are appropriate? How many variables can be defined in a node? Again,
these aspects require careful testing and evaluation. Also, we plan to extend the same approach to the
generation of other media from scene specification.
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