This chapter illustrates some of the different knowledge representation and inference tools used by a high-level, fully implemented conceptual language, NKRL (Narrative Knowledge Representation Language), to deal with the most common types of human “behaviours”. All possible kinds of multimedia “narratives”, fictional or non-fictional, can be seen in fact as streams of elementary events that concern the behaviours, in the most general meaning of this term, of some specific characters. These try to attain a specific result, experience particular situations, manipulate some (concrete or abstract) materials, send or receive messages, buy, sell, deliver, etc. Being able to deal in a correct (and computer-usable) way with narratives implies then being able to deal correctly with the behaviours of the concerned characters.
CITATION STYLE
Piero, G. (2012). Behaviour representation and management making use of the narrative knowledge representation language. In Behavior Computing: Modeling, Analysis, Mining and Decision (pp. 37–56). Springer-Verlag London Ltd. https://doi.org/10.1007/978-1-4471-2969-1_3
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