60,492 research outputs found

    Affect and believability in game characters:a review of the use of affective computing in games

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    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

    Make it so! Jean-Luc Picard, Bart Simpson and the design of e-public services

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    In this paper, we report on a project applying participatory design methods to include people who have experience of social exclusion (in one form or another) in designing possible technologies for e-(local)-government services. The work was part of a project for the Office of the Deputy Prime Minister in the UK, and was concerned with ‘access tokens’ that can provide personal identification for individuals accessing public services, based on technologies such as multi-functional smartcards, flash memory sticks, mobile phone SIMs or similar devices. In particular we report on our experience using the ‘pastiche scenarios’ technique recently developed by Mark Blythe. Our findings indicate that the technique can be effective and engaging in helping people to create realistic scenarios of future technology use and highlight some possible pitfalls to consider when using this technique.</p

    GlowBots: Robots that Evolve Relationships

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    GlowBots are small wheeled robots that develop complex relationships between each other and with their owner. They develop attractive patterns which are affected both by user interaction and communication between the robots. The project shows how robots can interact with humans in subtle and sustainable ways for entertainment and enjoyment

    Talk your way round: a speech interface to a virtual museum

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    Purpose: To explore the development of a speech interface to a Virtual World and to consider its relevance for disabled users. Method: The system was developed using mainly software that is available at minimal cost. How well the system functioned was assessed by measuring the number of times a group of users with a range of voices had to repeat commands in order for them to be successfully recognised. During an initial session, these users were asked to use the system with no instruction to see how easy this was. Results: Most of the spoken commands had to be repeated less than twice on average for successful recognition. For a set of ‘teleportation’ commands this figure was higher (2.4), but it was clear why this was so and could easily be rectified. The system was easy to use without instruction. Comments on the system were generally positive. Conclusions: While the system has some limitations, a Virtual World with a reasonably reliable speech interface has been developed almost entirely from software which is available at minimal cost. Improvements and further testing are considered. Such a system would clearly improve access to Virtual Reality technologies for those without the skills or physical ability to use a standard keyboard and mouse. It is an example of both Assistive Technology and Universal Design

    Yeşilçam Film Posters of the 60s and 70s: Representing Romance

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    Cinema and movie poster have the most powerful potential of establishing the ethos and mythology of people, and both assume an audience on the premises of a cultural context within which they are produced. So a movie poster contributing to mass communication through designed visual means contains a lot of information about film industry, evolution of design, craftsmanship, and the taste of the artists and society as well as standing for a strong evidence of its time. The decade 1965-1975 is important for Turkish cinema for being the golden years of this industry. Besides all the good memories associated with these posters, they indeed involve the history of Turkish cinema, graphic design as well as Turkish society. The great deal of labour involved, resulting from the poor resources of the period; design elements, typography, composition, the mistakes; all reflect the characteristics of then-Yeşilçam. Going over an archive of posters and with the help of interviews with designers, cinema historians and labourers, the article focuses on the relationship of design with the industry, technology and society. The Yeşilçam movie posters are analyzed through the methods of iconography as well as reception theory. And therefore as well as exploring their graphic and visual characteristics they would be placed in the context of the social life, the conditions of the movie industry in Turkey, the character of Yeşilçam Melodrama and evolution of Turkish movie poster. After a detailed research and observation, four categories are revealed as the most frequently seen types among the Turkish melodrama posters, according to the kind of images in relation to specific themes and concepts and the design schemas they use. These are “star posters”, “beefcake posters”, “phallic woman posters”, and “posters of movement”. The paper goes in detail how these categories are formed and their significance and their relation to the creation of the concept of romance. Keywords: Yeşilçam melodrama; film poster; graphic design; romance</p

    CGAMES'2009

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    A Novel Gesture-based CAPTCHA Design for Smart Devices

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    CAPTCHAs have been widely used in Web applications to prevent service abuse. With the evolution of computing environment from desktop computing to ubiquitous computing, more and more users are accessing Web applications on smart devices where touch based interactions are dominant. However, the majority of CAPTCHAs are designed for use on computers and laptops which do not reflect the shift of interaction style very well. In this paper, we propose a novel CAPTCHA design to utilise the convenience of touch interface while retaining the needed security. This is achieved through using a hybrid challenge to take advantages of human’s cognitive abilities. A prototype is also developed and found to be more user friendly than conventional CAPTCHAs in the preliminary user acceptance test

    A sweetspot for innovation:developing games with purpose through student-staff collaboration

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    Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ‘games with purpose’, ‘serious games’ and gamification’ has been mirrored in a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers
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