"Each computer character in the game has a set of associated personality attributes. We have chosen to use the
“Big-Five Factor Structure” based on work in the field of psychology [5]. The major factors are: introversion extroversion,
pleasantness or agreeableness, conscientiousness or dependability, emotional stability, and intellect
or sophistication. Each of these major factors consists of 7 different sub-parts, which are given a value on a 9
point scale: the entries for the introversion-extroversion scale are shown in Table . Similarly, there are a set of
physical skills which are particularly important in this game, since the characters have to perform in the circus.
The personality aspects which determine moods and change of mood are given in the next section."
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.55.1447
Role of Emotion
"The idea of believably has long been studied and explored in literature, theater, film, radio drama,
and other media. Traditional character animators are among those artists who have sought to create believable characters, and the Disney animators of the 1930's made great strides toward this goal. The first page of the enormous classic reference work on Disney animation [12] begins with these words:
"Disney animation makes audiences really believe in ...characters, whose adventures and misfortunes make people laugh - and even cry. There is a special ingredient in our type of animation that produces drawings that appear to think and make decisions and act of their own volition; it is what creates the illusion of life""
Bit of quote-ception there...
http://delivery.acm.org/10.1145/180000/176803/p122-bates.pdf?ip=193.60.167.114&acc=ACTIVE%20SERVICE&CFID=153602807&CFTOKEN=63560333&__acm__=1354814983_b62530e9fb9263cee0e99794381ab4c5
Immersion in games
http://www.gamasutra.com/blogs/SebastianAlvarado/20121008/178967/Immersion_Getting_into_the_game.php
context body language
http://link.springer.com/article/10.1007%2FBF01324126?LI=true#page-2
LOOK THIS UP.
courtesy of Michael "it has a section on Memorable Characters, Believability and Credibility"
http://uad-live.lib.ed.ac.uk/vwebv/holdingsInfo?bibId=104173
Uncanny Valley note:
interesting point brought up by my brother... if making something too realistic causes people to become unnerved then could you use that information to make more unsettling bad guys?
Cinema and Game crossover thesis
http://webcache.googleusercontent.com/search?q=cache:http://www.gamecareerguide.com/education/theses/20040515/Thesis_Watching_Games.doc
creating virtaul characters: some assembly required
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.19.6030
Looks at Facade and Oz project.
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=1024751
Appraisal for a Character-based Story-World
http://emotion-research.net/projects/humaine/ws/plenary2005/modeling/RankPetta-AfaCbSw-submtoIVA2005draft.pdf
On a bit of a side note:
I had a meeting with Lynn because I was struggling quite a lot with my project structure. Unfortunately I was pretty brain dead by the time the meeting came round so coming to any conclusions was probably like getting water from a stone. Eventually I had a structure which made sense of everything and I'm incredibly grateful for Lynn's help even more so the next day when I'd gotten a good night's sleep and could think straight. Things are looking a little better. Still difficult to write but at least it's going in the right direction.
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