Modeling characters that interact with users as part of a character-as-a-service implementation

M Abrams, E Haseltine - US Patent 11,455,549, 2022‏ - Google Patents
In one embodiment, a character engine models a character that interacts with users. The
character engine receives user input data from a user device, and analyzes the user input …

IDEAS4Games: building expressive virtual characters for computer games

P Gebhard, M Schröder, M Charfuelan… - Intelligent Virtual Agents …, 2008‏ - Springer
In this paper we present two virtual characters in an interactive poker game using RFID-
tagged poker cards for the interaction. To support the game creation process, we have …

Adaptive mixed-initiative dialog motivates a game player to talk with an NPC

T Takahashi, K Tanaka, N Oka - … of the 6th international conference on …, 2018‏ - dl.acm.org
In most role-playing games, a non-player character (NPC) tends to have the most initiative,
ie, develo** conversation topics, on the dialog. Thus, the player tends to experience a …

From informative cooperative dialogues to long-term social relation with a robot

A Buendia, L Devillers - Natural Interaction with Robots, Knowbots and …, 2013‏ - Springer
A lot of progress have been made in the domain of human-machine dialogue, but it is still a
real challenge and, most often, only informative cooperative kind of dialogues are explored …

A socio-emotional model of impoliteness for non-player characters

S Campano, N Sabouret - 2009 3rd International Conference …, 2009‏ - ieeexplore.ieee.org
Due to its important role in dialogue, politeness has been widely studied both from a
theoretical point of view and at a practical level in virtual agents. However, few attention has …

Designing (for) experiences in photorealistic VR environments

F Carroll - New Review of Hypermedia and Multimedia, 2010‏ - Taylor & Francis
This paper investigates the role of aesthetics in the design of “intended” experiences in
photorealistic virtual reality (VR) environments. It is motivated by the very notion that the …

Explorations in player motivations: Virtual agents

B Bostan - Entertainment Computing-ICEC 2010: 9th International …, 2010‏ - Springer
Creating believable agents with personality is a popular research area in game studies but
academic research in this area usually focuses on one facet of personality-for example, only …

Crossover of affective artificial intelligence between robotics simulator and games

H Samani, D Polydorou - … International Conference, ICR 2017, Hatfield, UK …, 2017‏ - Springer
The aim of this paper is to share state of the art in the field of robotics and artificial
intelligence from one side and gaming from other side. Inspired from affective computing in …

Machines pour raconter

AG Bosser - 2022‏ - hal.science
Chez les humains, les histoires sont une forme de communication utilisée pour faire sens du
monde et de ce qui nous arrive. À ce titre, la narration computationnelle a fourni la toile de …

«Simuler» l'activité passée pour aider à concevoir un serious game: les apports de la démarche de simulation rétrospective

T Gamkrelidze, ME Bobillier-Chaumon… - Pratiques …, 2021‏ - Elsevier
Résumé La démarche de simulation rétrospective présentée dans cet article a été
développée dans le cadre de la conception d'un serious game innovant. Cet environnement …