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Expressive Reproduced Characters for Games

2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014
Virtual tridimensional creatures are active actors in many types of games. Some of these games require, in addition to quantity, the simulation of kinship and evolution, not only of human character models but also of different types of animals, toon models or other creatures. Some applications also require interactions between isolated populations with
Roberto Cesar Cavalcante Vieira   +2 more
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Bayesian imitation learning in game characters

International Journal of Intelligent Systems Technologies and Applications, 2007
Imitation learning is a powerful mechanism applied by primates and humans. It allows for a straightforward acquisition of behaviours that, through observation, are known to solve everyday tasks. Recently, a Bayesian formulation has been proposed that provides a mathematical model of imitation learning.
Christian Thurau   +3 more
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Identifying with in-game characters

2017
Abstract This chapter explores the concepts of identification and presence in videogames by drawing on interview data from players playing a first- and third-person ‘violent’ game. Other than the more uniform relationships between perspective and identification claimed in game violence effect research, our data suggest that ...
van Vught, J.F., Schott, Gareth
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Character play

Computers in Entertainment, 2008
Avatars are a commonly used mechanism for representing the player within the world of a game. The avatar forms the main point of interaction between the player and the game, and thus the avatar is an important game design feature. Character-based games combine the concept of an avatar with that of a character, enhancing the avatar with specific ...
Anders Tychsen   +2 more
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A platform for evolving characters in competitive games

Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753), 2005
Entertainment software developers face significant challenges. In designing games with broad appeal. One of the challenges concerns creating lifelike nonplayer characters that can adapt their behavior in light of the current and prospective situation.
David B. Fogel   +2 more
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Behavior Design of Game Character's Agent

2010 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology, 2010
In human-level simulations, like video games can be, the design of character's behaviors has an important impact on simulation realism. We propose to divide it into a reasoning part, dedicated to a planner, and an individuality part, assigned to an action selection mechanism.
Dujardin, Tony, Routier, Jean-Christophe
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Motion creation for online game characters

Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, 2006
The character creation that creates the player's characters has been adopted in various online games. It has an important role of creating unique characters. Although the creation of the body shape, the skin color and the hairstyle has been achieved, motion creation hasn't.
Atsushi Nakano, Junichi Hoshino
openaire   +1 more source

Emotion-Based Synthetic Characters in Games

2008 Fourth International Conference on Natural Computation, 2008
An emotion-based synthetic character (ESC) is proposed to enhance game entertainment and to highly personalize human-machine communication in games. The model of the ESC integrates emotional system with attention, intention and facial expression system.
Xiangyang Huang, Yan Peng
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Spoken Communication with Computer Game Characters

Third International Conference on Information Technology and Applications (ICITA'05), 2005
This paper explores the characteristics of a new language for communication with game characters. This new language is called game pidgin language (GPL) (Rudra et al., 2003). A GPL is a sub-class of computer pidgin language (CPL) (Hinde and Belrose) which is a new spoken language taught to the game player and is efficient for dialogues with the ...
Tarashankar Rudra   +2 more
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Growing on the inside: Soulful characters for video games

Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010
Procedural generation techniques effectively help to reduce the huge content production costs in current video games. In a similar way, we propose to combine a rich internal state model with procedural facial expression generation as a flexible and natural step to solve the proverbial lack of expressiveness in game characters.
Rafael Bidarra   +2 more
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