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 storytelling


How the Pope's Magnifica Humanitas offers a template for individuals to meet the AI moment

MIT Technology Review

How the Pope's Magnifica Humanitas offers a template for individuals to meet the AI moment Despite a lack of regulation, we still have the ability to steer artificial intelligence in ways that can benefit our common humanity. Pope Leo XIV's new encyclical on artificial intelligence includes a statement that warrants serious attention from technologists and policymakers: "Technology is never neutral." As the pope says, the choice before us--the choice AI presents--is one between the Tower of Babel and the rebuilding of our common humanity. In the biblical story of the Tower of Babel, humans sought to build a massive structure that reached all the way to Heaven, only to have their project thwarted when God made those involved unable to understand one another. It was a pursuit fixated on relentless growth, divorced from any concern about God's commandments or the human cost. It resulted in failure and atomization.


Scaling creativity in the age of AI

MIT Technology Review

Building customer trust with on-brand content production has become a strategic imperative. Storytelling is core to humanity's DNA, stemming from our impulse to express ideals, warnings, hopes, and experiences. Technology has always been woven through the medium and the distribution: from early humans' innovation of natural pigments and charcoals for cave paintings to literal representation by the camera. The landscape of storytelling continues to shift under our feet. Social and streaming platforms have multiplied, audiences have fragmented, and our demand for fresh, unique media is insatiable. A recent McKinsey podcast cites that we are watching upwards of 12 hours of video content daily, often on multiple devices and multiple platforms.


As AI floods our culture, here's why we must protect human storytelling in games

The Guardian

As AI floods our culture, here's why we must protect human storytelling in games Buying the Zombies, Run! studio wasn't part of my plan, but a post-apocalypse game with stories that make people feel seen pulled me in Don't get Pushing Buttons delivered to your inbox? A few days ago, I clicked a button on my phone to send funds to a company in Singapore and so took ownership of the video game I co-created and am lead writer for: Zombies, Run! I am a novelist, I wrote the bestselling, award-winning The Power, which was turned into an Amazon Prime TV series starring Toni Collette. What on earth am I doing buying a games company?


MindFuse: Towards GenAI Explainability in Marketing Strategy Co-Creation

arXiv.org Artificial Intelligence

The future of digital marketing lies in the convergence of human creativity and generative AI, where insight, strategy, and storytelling are co-authored by intelligent systems. We present MindFuse, a brave new explainable generative AI framework designed to act as a strategic partner in the marketing process. Unlike conventional LLM applications that stop at content generation, MindFuse fuses CTR-based content AI-guided co-creation with large language models to extract, interpret, and iterate on communication narratives grounded in real advertising data. MindFuse operates across the full marketing lifecycle: from distilling content pillars and customer personas from competitor campaigns to recommending in-flight optimizations based on live performance telemetry. It uses attention-based explainability to diagnose ad effectiveness and guide content iteration, while aligning messaging with strategic goals through dynamic narrative construction and storytelling. We introduce a new paradigm in GenAI for marketing, where LLMs not only generate content but reason through it, adapt campaigns in real time, and learn from audience engagement patterns. Our results, validated in agency deployments, demonstrate up to 12 times efficiency gains, setting the stage for future integration with empirical audience data (e.g., GWI, Nielsen) and full-funnel attribution modeling. MindFuse redefines AI not just as a tool, but as a collaborative agent in the creative and strategic fabric of modern marketing.


Young children's anthropomorphism of an AI chatbot: Brain activation and the role of parent co-presence

arXiv.org Artificial Intelligence

Artificial Intelligence (AI) chatbots powered by a large language model (LLM) are entering young children's learning and play, yet little is known about how young children construe these agents or how such construals relate to engagement. We examined anthropomorphism of a social AI chatbot during collaborative storytelling and asked how children's attributions related to their behavior and prefrontal activation. Children at ages 5-6 (N = 23) completed three storytelling sessions: interacting with (1) an AI chatbot only, (2) a parent only, and (3) the AI and a parent together. After the sessions, children completed an interview assessing anthropomorphism toward both the AI chatbot and the parent. Behavioral engagement was indexed by the conversational turn count (CTC) ratio, and concurrent fNIRS measured oxygenated hemoglobin in bilateral vmPFC and dmPFC regions. Children reported higher anthropomorphism for parents than for the AI chatbot overall, although AI ratings were relatively high for perceptive abilities and epistemic states. Anthropomorphism was not associated with CTC. In the right dmPFC, higher perceptive scores were associated with greater activation during the AI-only condition and with lower activation during the AI+Parent condition. Exploratory analyses indicated that higher dmPFC activation during the AI-only condition correlated with higher end-of-session "scared" mood ratings. Findings suggest that stronger perceptive anthropomorphism can be associated with greater brain activation related to interpreting the AI's mental states, whereas parent co-presence may help some children interpret and regulate novel AI interactions. These results may have design implications for encouraging parent-AI co-use in early childhood.


The Dream Within Huang Long Cave: AI-Driven Interactive Narrative for Family Storytelling and Emotional Reflection

arXiv.org Artificial Intelligence

This paper introduces the art project The Dream Within Huang Long Cave, an AI-driven interactive and immersive narrative experience. The project offers new insights into AI technology, artistic practice, and psychoanalysis. Inspired by actual geographical landscapes and familial archetypes, the work combines psychoanalytic theory and computational technology, providing an artistic response to the concept of "the nonexistence of the Big Other." The narrative is driven by a combination of a large language model (LLM) and a realistic digital character, forming a virtual agent named YELL. Through dialogue and exploration within a cave automatic virtual environment (CA VE), the audience is invited to unravel the language puzzles presented by YELL and help him overcome his life challenges. YELL is a fictional embodiment of the "Big Other," modeled after the artist's real father. Through a cross-temporal interaction with this digital father, the project seeks to deconstruct complex familial relationships. By demonstrating "the non-existence of the Big Other," we aim to underscore the authenticity of interpersonal emotions, positioning art as a bridge for emotional connection and understanding within family dynamics.


Training Emergent Joint Associations: A Reinforcement Learning Approach to Creative Thinking in Language Models

arXiv.org Artificial Intelligence

Associative thinking--the ability to connect seemingly unrelated ideas--is a foundational element of human creativity and problem-solving. This paper explores whether reinforcement learning (RL) guided by associative thinking principles can enhance a model's performance across diverse generative tasks, including story writing, code generation, and chart creation. We introduce a reinforcement learning framework that uses a prompt-based evaluation mechanism, incorporating established divergent thinking metrics from creativity research. A base language model is fine-tuned using this framework to reward outputs demonstrating higher novelty through higher degrees of conceptual connectivity. Interestingly, the experimental results suggest that RL-based associative thinking-trained models not only generate more original and coherent stories but also exhibit improved abstraction and flexibility in tasks such as programming and data visualization. Our findings provide initial evidence that modeling cognitive creativity principles through reinforcement learning can yield more adaptive and generative AI.


Hierarchical Knowledge Graphs for Story Understanding in Visual Narratives

arXiv.org Artificial Intelligence

We present a hierarchical knowledge graph framework for the structured semantic understanding of visual narratives, using comics as a representative domain for multimodal storytelling. The framework organizes narrative content across three levels-panel, event, and macro-event, by integrating symbolic graphs that encode semantic, spatial, and temporal relationships. At the panel level, it models visual elements such as characters, objects, and actions alongside textual components including dialogue and narration. These are systematically connected to higher-level graphs that capture narrative sequences and abstract story structures. Applied to a manually annotated subset of the Manga109 dataset, the framework supports interpretable symbolic reasoning across four representative tasks: action retrieval, dialogue tracing, character appearance mapping, and timeline reconstruction. Rather than prioritizing predictive performance, the system emphasizes transparency in narrative modeling and enables structured inference aligned with cognitive theories of event segmentation and visual storytelling. This work contributes to explainable narrative analysis and offers a foundation for authoring tools, narrative comprehension systems, and interactive media applications.


Once Upon an AI: Six Scaffolds for Child-AI Interaction Design, Inspired by Disney

arXiv.org Artificial Intelligence

To build AI that children can intuitively understand and benefit from, designers need a design grammar that serves their developmental needs. This paper bridges artificial intelligence design for children - an emerging field still defining its best practices - and animation, a well established field with decades of experience in engaging children through accessible storytelling. Pairing Piagetian developmental theory with design pattern extraction from 52 works of animation, the paper presents a six scaffold framework that integrates design insights transferable to child centred AI design: (1) signals for visual animacy and clarity, (2) sound for musical and auditory scaffolding, (3) synchrony in audiovisual cues, (4) sidekick style personas, (5) storyplay that supports symbolic play and imaginative exploration, and (6) structure in the form of predictable narratives. These strategies, long refined in animation, function as multimodal scaffolds for attention, understanding, and attunement, supporting learning and comfort. This structured design grammar is transferable to AI design. By reframing cinematic storytelling and child development theory as design logic for AI, the paper offers heuristics for AI that aligns with the cognitive stages and emotional needs of young users. The work contributes to design theory by showing how sensory, affective, and narrative techniques can inform developmentally attuned AI design. Future directions include empirical testing, cultural adaptation, and participatory co design.


Critical Confabulation: Can LLMs Hallucinate for Social Good?

arXiv.org Artificial Intelligence

LLMs hallucinate, yet some confabulations can have social affordances if carefully bounded. We propose critical confabulation (inspired by critical fabulation from literary and social theory), the use of LLM hallucinations to "fill-in-the-gap" for omissions in archives due to social and political inequality, and reconstruct divergent yet evidence-bound narratives for history's "hidden figures". We simulate these gaps with an open-ended narrative cloze task: asking LLMs to generate a masked event in a character-centric timeline sourced from a novel corpus of unpublished texts. We evaluate audited (for data contamination), fully-open models (the OLMo-2 family) and unaudited open-weight and proprietary baselines under a range of prompts designed to elicit controlled and useful hallucinations. Our findings validate LLMs' foundational narrative understanding capabilities to perform critical confabulation, and show how controlled and well-specified hallucinations can support LLM applications for knowledge production without collapsing speculation into a lack of historical accuracy and fidelity.