Proceedings Article10.1109/CGI.2001.934652
Multiple conceptions of character-based interactive installations
Bruce Blumberg,Bill Tomlinson,Marc Downie +2 more
- 03 Jul 2001
- pp 5-14
TL;DR: Six perspectives from which intentional characters can be viewed are presented: as interactors on a variety of time scales; as reciprocal interactors with each other, as entities exhibiting a dynamic expressive range, as creatures with life cycles, and as a combination of allusions to existing media.
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Abstract: This paper presents ways of approaching the design of successful character-based interactive installations. We rationalize our arguments within the context of both Disney's "illusion of life" and Daniel Dennett's "intentional stance". We present six perspectives from which intentional characters can be viewed: as interactors on a variety of time scales; as reciprocal interactors with each other, as entities exhibiting a dynamic expressive range, as creatures with life cycles; as a combination of allusions to existing media, and as a collection of well-balanced components. By conceptualizing characters in these ways, creators can generate installations that enable participants to read the desires, beliefs, and actions of the characters. This approach forms the basis of a successful character-based interactive installation.
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Citations
The Influence of Anthropomorphism and Agency on Social Judgment in Virtual Environments
TL;DR: The results showed that the virtual image influenced social judgment, and the less anthropomorphic image was perceived to be more credible and likeable than no image, which was more believable andLikeable than the anthropomorph image.
172
Staging exhibitions: methods and tools for modelling narrative structure to produce interactive performances with virtual actors
TL;DR: The CrossTalk system, including its authoring tool SceneMaker and the CarSales exhibit, are presented, which extends the commonplace human-to-screen interaction to an interaction triangle.
36
I mean it!: detecting user intentions to create believable behaviour for virtual agents in games
Eurico Doirado,Carlos Martinho +1 more
- 10 May 2010
TL;DR: The results suggest that the solution can be used to detect certain intents and, in such cases, perform similarly to a human observer, with no impact on computational performance.
•Dissertation
Synthetic social relationships for computational entities
William Michael Tomlinson,Bruce Blumberg +1 more
- 01 Jan 2002
TL;DR: The AlphaWolf system as discussed by the authors is based on the social behavior of the gray wolf (Canis lupus) and consists of a combination of simple models of emotion, perception and learning in an emotional memory-based mechanism for social relationship formation.
16
•Journal Article
MHiCS, A Motivational Architecture of Action Selection for Non-Player Characters in Dynamic Environments
Gabriel Robert,Agnès Guillot +1 more
TL;DR: MHiCS (Motivational and Hierarchical with Classifier Systems), a control architecture for action selection that can be embedded in non-player characters, implements mechanisms stemming from the animat approach, which aims at conceiving autonomous and adaptable entities able to survive in unpredictable environments.
8
References
•Book
The Illusion of Life: Disney Animation
Frank Thomas,Ollie Johnston +1 more
- 05 Oct 1995
TL;DR: In this article, the twelve principles of animation are presented as the key elements to any good animation, which are employed by any good animator, in anything from Disneys Steamboat Willie to Pixars Up.
953
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