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Modeling believable game characters
2016 IEEE Conference on Computational Intelligence and Games (CIG), 2016The behavior of virtual characters in computer games is usually determined solely by decision trees or finite state machines, which is detrimental to the characters' believability. It has been argued that enhancing the virtual characters with emotions, personalities, and moods, may make their behavior more diverse and thus more believable.
Kersjes, Hanneke, Spronck, Pieter
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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 ...
Tychsen, Anders +2 more
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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 ...
Tychsen, Anders +2 more
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Identifying with in-game characters
2017Abstract 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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Expressive Reproduced Characters for Games
2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014Virtual 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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The Role-Playing Game Character
2021When we program multiple lines of code in a process, we refer to this as the program flow. As we run through our program, there is a flow, like the flow of a river that carries water from the origin to the river's end. A flow is how the program operates and what happens with values throughout our code.
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Curious Characters for Multiuser Games
2009Massively multiplayer online role-playing games (MMORPGs) are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and personalise their own virtual property. However, many existing approaches to the design of the non-player characters that populate virtual game worlds result in ...
Kathryn E. Merrick, Mary Lou Maher
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2016
Artificial General Intelligence has traditionally used games as a testbed to develop domain-agnostic game playing techniques. Yet games are about more than winning. This chapter reviews recent efforts that have broadened the ways Artificial Intelligence (AI) is used in games, covering: modeling and managing player experiences, creating novel game ...
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Artificial General Intelligence has traditionally used games as a testbed to develop domain-agnostic game playing techniques. Yet games are about more than winning. This chapter reviews recent efforts that have broadened the ways Artificial Intelligence (AI) is used in games, covering: modeling and managing player experiences, creating novel game ...
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Paedagogica Historica, 2017
AbstractThis article examines the ascendance of team sports as tools of “character building” in British Victorian public schools in the second half of the nineteenth century. The focus of this enquiry is the commonly overlooked pedagogical innovation underlying this process – the utilisation of organised games as educational tools.
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AbstractThis article examines the ascendance of team sports as tools of “character building” in British Victorian public schools in the second half of the nineteenth century. The focus of this enquiry is the commonly overlooked pedagogical innovation underlying this process – the utilisation of organised games as educational tools.
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2015
This chapter is all about our three characters and the many systems related to them. During the course of this chapter, I will cover subjects such as the stat system that we will use for our game, a list of weapons and armor that will be available, and a way for the player to pick which character he/she would like to use.
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This chapter is all about our three characters and the many systems related to them. During the course of this chapter, I will cover subjects such as the stat system that we will use for our game, a list of weapons and armor that will be available, and a way for the player to pick which character he/she would like to use.
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Game character design and cultural export
2022My design practice centers on the relationship between character design and its cultural export. Character design, in digital games is influenced by the cultural background that the games author was raised in, and their personal experiences within that particular culture.
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