Sunday, 9 December 2012

09/12/12 - A.I, Role of Emotion, Links and Lynn

A.I
"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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