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  1. Storytelling is a critical step in the cognitive development of children. Particularly, this requires children to mentally project into the story context and to identify with the thoughts of the characters in their stories. We propose to support free imagination in creative storytelling through an enactment- based approach that allows children to embody an avatar and perform as the story character. We designed our story creation interface with two modes of avatar: the story-relevant avatar and the self-avatar, to investigate the effects of avatar design on the quality of children’s creative products. In our study with 20 child participants, the results indicate that self-avatars can create a stronger sense of identification and embodied presence, while story-relevant avatars can provide a scaffold for mental projection. 
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  2. Current systems that use gestures to enable storytelling tend to mostly rely on a pre-scripted set of gestures or the use of manipulative gestures with respect to tangibles. Our research aims to inform the design of gesture recognition systems for storytelling with implications derived from a feature-based analysis of iconic gestures that occur during naturalistic oral storytelling. We collected story retellings of a collection of cartoon stimuli from 20 study participants, and a gesture analysis was performed on videos of the story retellings focusing on iconic gestures. Iconic gestures are a type of representational gesture that provides information about objects such as their shape, location, or movement. The form features of the iconic gestures were analyzed with respect to the concepts that they portrayed. Patterns between the two were identified and used to create recommendations for patterns in gesture form a system could be primed to recognize. 
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  3. We propose that emotional priming may be an effective approach to scaffold the creation of rich stories. There are relatively few emotion-based approaches to support users to create, instead of consume, rich stories. Emotional priming is the technique of using emotion- related stimuli to affect human’s executive control and affective processing. It has been researched mostly in terms of human’s behaviors and decision making. We conducted a within-subjects study with 12 participants to investigate the effects of emotional priming induced through an interactive application on storytelling quality. Two conditions of priming were compared to a baseline condition of no priming. In the first condition, the application primes participants by having asking them to perceive and recognize varying emotional stimuli (perception-based priming). In the second condition, the application primes participants by having them produce varying emotional facial expressions (production- based priming). Analyses show that emotional priming resulted in richer storytelling than no emotional priming, and that the production-based emotional priming condition resulted in statistically richer stories being told by participants. We discuss the possibility of integrating interactive emotional priming into storytelling applications. 
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  4. This paper explores avatar identification in creative story- telling applications where users create their own story and environment. We present a study that investigated the effects of avatar facial similarity to the user on the quality of the story product they create. The children told a story using a digital puppet-based storytelling system by inter- acting with a physical puppet box that was augmented with a real-time video feed of the puppet enactment. We used a facial morphing technique to manipulate avatar facial similarity to the user. The resulting morphed image was applied to each participants puppet character, thus creating a custom avatar for each child to use in story creation. We hypothesized that the more familiar avatars appeared to participants, the stronger the sense of character identification would be, resulting in higher story quality. The proposed rationale is that visual familiarity may lead participants to draw richer story details from their past real-life experiences. Qualitative analysis of the stories supported our hypothesis. Our results contribute to avatar design in children's creative storytelling applications. 
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