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Requirements of non-verbal communication in believable synthetic agents

conference contribution
posted on 2024-02-09, 17:03 authored by M. 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

Event Dates

3-6 April 2006

ePrints ID

13581