87 research outputs found

    Maintaining the Identity of Dynamically Embodied Agents

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    Virtual agents are traditionally constrained in their embod- iment, as they are restricted to one form of body. We propose allowing them to change their embodiment in order to expand their capabili- ties. This presents users with a number of di±culties in maintaining the identity of the agents, but these can be overcome by using identity cues, certain features that remain constant across embodiment forms. This pa- per outlines an experiment that examines these identity cues, and shows that they can be used to help address this identity problem

    Cultural dialects of real and synthetic emotional facial expressions

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    In this article we discuss the aspects of designing facial expressions for virtual humans (VHs) with a specific culture. First we explore the notion of cultures and its relevance for applications with a VH. Then we give a general scheme of designing emotional facial expressions, and identify the stages where a human is involved, either as a real person with some specific role, or as a VH displaying facial expressions. We discuss how the display and the emotional meaning of facial expressions may be measured in objective ways, and how the culture of displayers and the judges may influence the process of analyzing human facial expressions and evaluating synthesized ones. We review psychological experiments on cross-cultural perception of emotional facial expressions. By identifying the culturally critical issues of data collection and interpretation with both real and VHs, we aim at providing a methodological reference and inspiration for further research

    Creating adaptive and individual personalities in many characters without hand crafting behaviours

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    Believable characters significantly increase the immersion of users or players in interactive applications. A key component of believable characters is their personality, which has previously been implemented statically using the time consuming task of hand-crafting individuality for each character. Often personality has been modeled based on theories that assume behavior is the same regardless of situation and environment. This paper presents a simple affective and cognitive framework for interactive entertainment characters that allows adaptation of behavior based on the environment and emotions. Different personalities are reflected in behavior preferences which are generated based on individual experience. An initial version of the framework has been implemented in a simple scenario to explore which parameters have the greatest effect on agent diversity

    Piavca: A Framework for Heterogeneous Interactions with Virtual Characters

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    Piavca: a framework for heterogeneous interactions with virtual characters

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    This paper presents a virtual character animation system for real time multimodal interaction in an immersive virtual reality setting. Human to human interaction is highly multimodal, involving features such as verbal language, tone of voice, facial expression, gestures and gaze. This multimodality means that, in order to simulate social interaction, our characters must be able to handle many different types of interaction, and many different types of animation, simultaneously. Our system is based on a model of animation that represents different types of animations as instantiations of an abstract function representation. This makes it easy to combine different types of animation. It also encourages the creation of behavior out of basic building blocks. making it easy to create and configure new beahviors for novel situations. The model has been implemented in Piavca, an open source character animation system

    Towards a Computational Model of Dramatic Tension

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    One of the approaches to generate narrative consists in modeling narrative in terms of a deep structure, as introduced by narrative theories in the middle of the 20th century. This papers revisits this computational approach, and raises the central issue of dramatic tension: Would it be possible to build a computational model of dramatic tension, where tension could be managed according to the well known ascending/descending dramatic curve? The paper describes a new computational model of narrative, based on a set of structural narrative elements (goals, tasks, obstacles, side-effects), a hierarchical and modular approach, a paradox-based model of dramatic tension and a solution for managing endings. The papers illustrates this theoretical model with a full example

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Using adaptation and goal context to automatically generate individual personalities for virtual characters

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    Personality is a key component of characters that inhabit immersive virtual environments, such as games and virtual agent applications. In order to be distinguishable from other characters in the environment, each character should have its own personality in the form of different observable behaviour, not solely in its physical appearance or animation. Previous work in this field has mostly relied on time-consuming, handcrafted characters and static, trait-based approaches to personality. Our goal is a method to develop complex, individual personalities without handcrafting every behaviour. Unlike most implemented versions of personality theories, cognitive-social theories of personality address how personality is developed and adapts throughout childhood and over our lifetimes. Cognitive-social theories also emphasise the importance of situations in determining how we behave. From this basis, we believe that personality should be individual, adaptive, and based on context. Characters in current state-of-the-art games and virtual environments do not demonstrate all of these features without extensive handcrafting. We propose a model where personality influences both decision-making and evaluation of reward. Characters use their past experiences in the form of simple somatic markers, or gut-instinct, to make decisions; and determine rewards based on their own personal goals, rather than via external feedback. We evaluated the model by implementation of a simple game and tested it using quantitative criteria, including a purpose-designed individuality measure. Results indicate that, although characters are given the same initial personality template, it is possible to develop different personalities (in the form of behaviour) based on their unique experiences in the environment and relationships with other characters. This work shows a way forward for more automated development of personalities that are individual, context-aware and adapt to users and the environment

    Using emergent narrative

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    Narrativity in videogames is a complex subject. Most titles prefer delivering traditional narratives that resemble ones from films and books while other titles provide some choice to the player and have distinct endings. Yet, most of them fail at providing dynamic narratives. Unlike other media, in video games the player can interact with the world and the characters in real time. This theoretically provides a system that should be able to accept the player’s input and use it to build a coherent and interesting narrative. Is it possible to build a game with these ideals? and if it is possible, what is the current state of the technology? The main task will be researching, reading and organizing papers. Understanding what the researchers are saying will provide enough knowledge to create a solid work. Case studies will also be done to increase the comprehension of the subject. The final result offers theoretical knowledge about Interactive and Emergent narrative and their procedures as well as in Game Design. At the end there is a “Decalogue” with the most important insights of the work
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