6 research outputs found

    Gestural Turing Test. A Motion-Capture Experiment for Exploring Believability In Artificial Nonverbal Communication.

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    One of the open problems in creating believable characters in computer games and collaborative virtual environments is simulating adaptive human-like motion. Classical artificial intelligence (AI) research places an emphasis on verbal language. In response to the limitations of classical AI, many researchers have turned their attention to embodied communication and situated intelligence. Inspired by Gestural Theory, which claims that speech emerged from visual, bodily gestures in primates, we implemented a variation of the Turing Test, using motion instead of text for messaging between agents. In doing this, we attempt to understand the qualities of motion that seem human-like to people. We designed two gestural AI algorithms that simulate or mimic communicative human motion using the positions of the head and the hands to determine three moving points as the signal. To run experiments, we implemented a networked-based architecture for a Vicon motion capture studio. Subjects were shown both artificial and human gestures, and were told to declare whether it was real or fake. Techniques such as simple gesture imitation were found to increase believability. While we require many such experiments to understand the perception of humanness in movement, we believe this research is essential to developing a truly believable character

    Understanding and evaluating cooperative video games

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    Cooperative design has been an integral part of many digital and table top games since their inception. With the recent success of games like Resident Evil 5 and Left4dead , many video game designers and producers are currently exploring the addition of cooperative patterns within their games. In this thesis, I present two contributions. First, I present a set of cooperative design patterns. This framework can be used by game designers to add co-op content in their games. Second, I present a set of validated performance metrics that can be used to gauge the users\u27 experience in a cooperative game. In this study, we developed the performance metrics. I then applied them to evaluate four commercial cooperative games. I further validated these metrics through a qualitative content analysis method where I investigated the relationship between the metrics derived by our study and the metrics derived by game reviewers

    Game Analytics for Game User Research, Part 1:A Workshop Review and Case Study

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    Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game

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    Part 7: Player ExperienceInternational audienceGames are a popular form of digital entertainment and one elusive question is how complex visual designs affect the player experience. We address one aspect of this topic in terms of similarity of visual features, explored both as an organizing principle in Gestalt psychology and as a theory in visual attention. To address this issue, we developed a 3D railed shooter game with adjustable visual features of size, speed, and density of targets and non-targets. Based on these features we evaluate 105 player’s performance in 4 visual conditions. In addition, we employ a cognitive workload assessment as a means to understand the perceived demands on players. Results show effects of expertise on performance and cognitive workload, per visual condition. Our methods and implications on game design are discussed

    The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance

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    Abstract. It is common sense that people don't play games that are too difficult for them. Thus Game developers need to understand the performance abilities of players. Several studies suggest a clear dissimilarity in video game playing abilities between different genders and age groups. In this paper, we report on a study investigating impact of age, gender and previous gaming experience on gameplay performance. The study explored the performance of 60 kids 6-16 years old within three video games: Rock Band 2, Lego Star Wars and Kameo. The paper outlines clear impact of age and gender and less prior gaming experience on performance parameters: score and game progression
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