posted on 2024-02-09, 17:03authored byM. De Boni, P. Heslop, P. Olivier, John Shearer
<p>Realism for synthetic characters, both in computer games and conversational agent mediated applications, requires both visual and behavioural fidelity. One significant area of synthetic character behaviour, that has to date received little attention, is non-verbal communication. In identifying the scope and participants of non-verbal communication in computer games we first review the range of spatial and task scenarios that are relevant. We then select four principal categories of non-verbal behaviour: gesture; gaze; proxemics; self-adaptors; and both summarise their role in communication and propose their incorporation in the design of non-player characters. In conclusion we review the question of how to capture the non-verbal behaviour of players or provide them with interaction techniques that might facilitate non-verbal communication with players and non-player characters alike.</p>
History
School affiliated with
School of Computer Science (Research Outputs)
Publication Title
Proceedings of AISB'06: Adaptation in Artificial and Biological Systems
Volume
3
Date Submitted
2014-03-19
Date Accepted
2014-03-19
Date of First Publication
2014-03-19
Date of Final Publication
2014-03-19
Event Name
AISB'06: Adaptation in Artificial and Biological Systems