Abstract
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.
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Zarri, G.P. (2012). Behaviour Representation and Management Making Use of the Narrative Knowledge Representation Language. In: Cao, L., Yu, P. (eds) Behavior Computing. Springer, London. https://doi.org/10.1007/978-1-4471-2969-1_3
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DOI: https://doi.org/10.1007/978-1-4471-2969-1_3
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