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Emotion in GamesEmotion and Attitude Modeling for Non-player Characters

Emotion in Games: Emotion and Attitude Modeling for Non-player Characters [Within this chapter, we are presenting how game developers could take inspiration from the research in Embodied Conversational Agent to develop non-player characters capable of expressing believable emotional and social reactions. Inspired by the social theories about human emotional and social reactions, the researchers working with Embodied Conversational Agents developed different computational models to reproduce these human mechanisms within virtual characters. We are listing some of these works, comparing the different approaches and theories considered.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Emotion in GamesEmotion and Attitude Modeling for Non-player Characters

Part of the Socio-Affective Computing Book Series (volume 4)
Editors: Karpouzis, Kostas; Yannakakis, Georgios N.
Emotion in Games — Nov 4, 2016

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Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2016
ISBN
978-3-319-41314-3
Pages
139 –154
DOI
10.1007/978-3-319-41316-7_8
Publisher site
See Chapter on Publisher Site

Abstract

[Within this chapter, we are presenting how game developers could take inspiration from the research in Embodied Conversational Agent to develop non-player characters capable of expressing believable emotional and social reactions. Inspired by the social theories about human emotional and social reactions, the researchers working with Embodied Conversational Agents developed different computational models to reproduce these human mechanisms within virtual characters. We are listing some of these works, comparing the different approaches and theories considered.]

Published: Nov 4, 2016

Keywords: Facial Expression; Basic Emotion; Virtual Character; Virtual Agent; Virtual Human

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