6,351 research outputs found

    The CaveUT system:Immersive entertainment based on a game engine

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    We describe recent developments in the CaveUT software, which supports immersive virtual reality installations based on the Unreal Tournament game engine. CaveUT implements several high-end VR features such as real-time stereoscopy with head and hand tracking. We demonstrate the use of CaveUT in the SAS Cube™, a PC-based CAVE™-like immersive four-screen display. One of the main advantages of the system is to support fully immersive VR while retaining the game engine’s advanced features for interaction and behavioral (or AI) systems. We illustrate the use of CaveUT on two installations: an artistic VR installation and an immersive interactive storytelling system

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Narrative Generation in Entertainment: Using Artificial Intelligence Planning

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    From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ‘AI software’ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for ‘soap operas’

    Enhancing Literacy Education with Narrative Richness in the Metaverse

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    Through an education-centric metaverse learning application, this research aims to assess the use of narrative richness to deliver media, language, and sustainability literacy education. The 21st-century learning needs require teaching and learning resources to be shared and managed more effectively across institutions. The use of metaverse features can help to manage varying narrative richness to boost learning reflection and attitude. Despite its potential, it is unclear how narrative richness in the metaverse can enhance teaching and learning. The study proposed in this research, which includes institutions from four Asian countries, is driven by this knowledge and evidence gap. Module leaders conceptualize and evaluate a purpose-built metaverse-learning application to produce rich and realistic learning experiences. We utilize narratives to enhance the realism of learning experiences and will assess the effects of narrative richness on learning reflection and attitude

    Exploring how to use virtual tours to create an interactive customer remote experience

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    This paper investigates the use of Virtual Reality (VR) to develop virtual tour applications for marketing purposes. The aim is to explore how virtual technologies can support the creation of knowledge about a specific food product and the achievement of user engagement by a multi-sensory virtual tour of the real production site. The study provides design guidelines to create a valuable, multisensory experience by VR tours and demonstrate how the adoption of a user-driven approach, instead of a technology-driven approach, allows to achieve a positive intention to buy. The case study was represented by one of the excellences among Italian food products, the Parmigiano Reggiano (PR) cheese. The PR virtual tour was validated by a user testing campaign, involving more than 70 users: users' reactions and feedback were collected by human physiological data monitoring and questionnaires' administration. The research results demonstrated how virtual technologies could effectively help people to create a solid knowledge about a food product to support the marketing process and to form an intention to buy thanks to a better understanding of the quality of the local and traditional productions
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