5,747 research outputs found
From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups
Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games
Towards virtual communities on the Web: Actors and audience
We report about ongoing research in a virtual
reality environment where visitors can interact with
agents that help them to obtain information, to perform
certain transactions and to collaborate with them in order
to get some tasks done. Our environment models a
theatre in our hometown. We discuss attempts to let this
environment evolve into a theatre community where we
do not only have goal-directed visitors, but also visitors
that that are not sure whether they want to buy or just
want information or visitors who just want to look
around. It is shown that we need a multi-user and multiagent
environment to realize our goals. Since our environment
models a theatre it is also interesting to investigate
the roles of performers and audience in this environment.
For that reason we discuss capabilities and personalities of agents. Some notes on the historical development of networked communities are included
Group emotion modelling and the use of middleware for virtual crowds in video-games
In this paper we discuss the use of crowd
simulation in video-games to augment their realism. Using
previous works on emotion modelling and virtual crowds we
define a game world in an urban context. To achieve that, we
explore a biologically inspired human emotion model,
investigate the formation of groups in crowds, and examine
the use of physics middleware for crowds. Furthermore, we
assess the realism and computational performance of the
proposed approach. Our system runs at interactive frame-rate
and can generate large crowds which demonstrate complex
behaviour
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Constructing Virtual Asymmetric Opponents from Data and Models in the Literature: Case of Crowd Rioting
This paper describes an effort to integrate human behavior models from a range of ability, stress, emotion, decision theoretic, and motivation literatures into a game-theoretic framework appropriate for representing synthetic asymmetric agents and scenarios. Our goal is to create a common mathematical framework (CMF) and an open agent architecture that allows one to research and explore alternative behavior models to add realism to software agents - e.g., physiology and stress, personal values and emotive states, and cultural influences. Our CMF is based on a dynamical, game-theoretic approach to evolution and equilibria in Markov chains representing states of the world that the agents can act upon. In these worlds the agents\u27 utilities (payoffs) are derived by a deep model of cognitive appraisal of intention achievement including assessment of emotional activation/decay relative to value hierarchies, and subject to (integrated) stress and related constraints. We present the progress to date on the mathematical framework, and on an environment for quickly editing opponents in terms of the various elements of the cognitive appraiser, utility generators, value hierarchies, and Markov chains. We illustrate the approach via an example training game for counter-terrorism and crowd management. Future research needs are elaborated including validity issues and ways to overcome the gaps in the behavioral literatures that confront developers of asymmetric forces
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