86,054 research outputs found
Affect and believability in game characters:a review of the use of affective computing in games
Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
Dynamic Facial Expression of Emotion Made Easy
Facial emotion expression for virtual characters is used in a wide variety of
areas. Often, the primary reason to use emotion expression is not to study
emotion expression generation per se, but to use emotion expression in an
application or research project. What is then needed is an easy to use and
flexible, but also validated mechanism to do so. In this report we present such
a mechanism. It enables developers to build virtual characters with dynamic
affective facial expressions. The mechanism is based on Facial Action Coding.
It is easy to implement, and code is available for download. To show the
validity of the expressions generated with the mechanism we tested the
recognition accuracy for 6 basic emotions (joy, anger, sadness, surprise,
disgust, fear) and 4 blend emotions (enthusiastic, furious, frustrated, and
evil). Additionally we investigated the effect of VC distance (z-coordinate),
the effect of the VC's face morphology (male vs. female), the effect of a
lateral versus a frontal presentation of the expression, and the effect of
intensity of the expression. Participants (n=19, Western and Asian subjects)
rated the intensity of each expression for each condition (within subject
setup) in a non forced choice manner. All of the basic emotions were uniquely
perceived as such. Further, the blends and confusion details of basic emotions
are compatible with findings in psychology
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Why do gamers buy 'virtual assets'? An insight in to the psychology behind purchase behaviour
The present study investigated the phenomenon of buying 'virtual assets' for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology - in this case Interpretative phenomenological analysis (IPA) - six gamers that regularly bought in - game assets were interviewed. IPA was chosen because of its emphasis on lived experience, and each participant had subjective experiences of gaming and purchase behaviour. Of particular focus in this study were the superordinate themes of motivations for purchase behaviour, the resulting psychological impact on the gamer, the social benefits of gaming and virtual asset purchasing, emotional attachment, self-expression through the avatar, impulsivity versus thoughtfulness in purchase intention, and the impact of a transaction machinery on the 'game experience'. Motivations that were found to be of particular importance were item exclusivity, function, social appeal, and collectability. It was found that virtual items enable the gamer to express themselves, feel real satisfaction, and build lasting friendships. Essentially, virtual assets and gaming mostly had a very positive impact on the participant’s psychological wellbeing. Implications for gamers and games production companies are considered
Integrating internal behavioural models with external expression
Users will believe in a virtual character more if they
can empathise with it and understand what ‘makes it
tick’. This will be helped by making the motivations
of the character, and other processes that go towards
creating its behaviour, clear to the user. This paper
proposes that this can be achieved by linking the behavioural or cognitive system of the character to expressive behaviour. This idea is discussed in general
and then demonstrated with an implementation that
links a simulation of perception to the animation of a
character’s eyes
A framework for realistic 3D tele-immersion
Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems
Affective issues in learning technologies: emotional responses to technology and technology's role in supporting socio-emotional skills
This paper focuses on some of the author's research studies over the past thirty years and places these in a wider context to reflect on research into affective issues in learning technologies over this period, and to consider whether and how the issues uncovered by research have changed as technologies have developed over time. Three issues are given particular attention: firstly the reasons for learners' use or lack of use of technologies for their learning; secondly adult learners' attitudes towards using technology for learning and thirdly how technology might support socio-emotional development and expression in children. The discussion of these issues is framed by two of the author's research projects. For the first two issues this is an early study of students' perceptions and attitudes towards using computers for tutorial learning in 1980. The factors that influenced the students' use of the computer tutorials are discussed (including access, assessment and anxiety about using computers) and also the extent to which some of these factors persist for many learners using (or not using) technologies today. The discussion of the third issue draws on a series of studies conducted in the 1990s to investigate whether educational technology could support children and young people's emotional expression and communication and development of socio-emotional skills. Finally the paper considers how these kinds of issues have been taken forward and how they are represented in contemporary research and suggests that trust is an important factor in using learning technologies
Affective issues in learning technologies: emotional responses to technology and technology's role in supporting socio-emotional skills
This paper focuses on some of the author's research studies over the past thirty years and places these in a wider context to reflect on research into affective issues in learning technologies over this period, and to consider whether and how the issues uncovered by research have changed as technologies have developed over time. Three issues are given particular attention: firstly the reasons for learners' use or lack of use of technologies for their learning; secondly adult learners' attitudes towards using technology for learning and thirdly how technology might support socio-emotional development and expression in children. The discussion of these issues is framed by two of the author's research projects. For the first two issues this is an early study of students' perceptions and attitudes towards using computers for tutorial learning in 1980. The factors that influenced the students' use of the computer tutorials are discussed (including access, assessment and anxiety about using computers) and also the extent to which some of these factors persist for many learners using (or not using) technologies today. The discussion of the third issue draws on a series of studies conducted in the 1990s to investigate whether educational technology could support children and young people's emotional expression and communication and development of socio-emotional skills. Finally the paper considers how these kinds of issues have been taken forward and how they are represented in contemporary research and suggests that trust is an important factor in using learning technologies
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