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Sökning: LAR1:uu > Södertörns högskola > Eladhari Mirjam P 1971

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1.
  • Eladhari, Mirjam P, 1971-, et al. (författare)
  • AI-Based Game Design : Enabling New Playable Experiences
  • 2011
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • With the current set of design tools and methods available to game designers, vast portions of the space of possible games are not currently reachable. In the past, technological advances such as improved graphics and new controllers have driven the creation of new forms of gameplay, but games have still not made great strides into new gameplay experiences. We argue that the development of innovative artificial intelligence (AI) systems plays a crucial role in the exploration of currently unreachable spaces. To aid in exploration, we suggest a practice called AI-based game design, an iterative design process that deeply integrates the affordances of an AI system within the context of game design. We have applied this process in our own projects, and in this paper we present how it has pushed the boundaries of current game genres and experiences, as well as discuss the future AI-based game design.
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2.
  • Eladhari, Mirjam P, 1971- (författare)
  • Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World
  • 2011
  • Ingår i: Proceedings of DiGRA 2011 Conference. - Tampere : Digitial Games Research Organisation (DiGRA). ; , s. 1-20
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes the social actions called ‘affective actions’ that are implemented in the prototype multiplayer game world The Pataphysic Institute (PI). An aim of this paper is to demonstrate how a game mechanic can result in a certain set of dynamics or play patterns. Affective actions are but one feature of the many that make up the game world of PI. In this paper, the feature is used as a vertical slice into the game design. The aim is to, by using this slice, show the founding the principles of the game, the play tests that informed the design, as well as the play patterns that were observed as they emerged in a series of game mastered play–test sessions.
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  • Eladhari, Mirjam P, 1971- (författare)
  • Semi-Autonomous Avatars in Games
  • 2010
  • Ingår i: Intelligent Virtual Agents. - Berlin : Springer. - 9783642158919
  • Konferensbidrag (refereegranskat)
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5.
  • Eladhari, Mirjam P, 1971- (författare)
  • Semi-Autonomous Avatars in Virtual Game Worlds
  • 2010
  • Ingår i: ECREA 2010 – 3rd European Communication Conference, Avatars and Humans. - Hamburg, Germany : Hamburg Media School, Hans Bredow Institute for Media Research, Ilmenau University of Technology. ; , s. -8
  • Konferensbidrag (refereegranskat)abstract
    • This paper is concerned with approaches to semi-autonomous avatars in virtual game worlds, and degrees of autonomy in relation to player-control. Approaches to semi-autonomous avatars can be divided into three groups based on the design goals of using them: relief, expression and impression. Players can be relieved of cognitive and operational load by for example automating the animations of body-language of avatars. Means of expression through body-language, types of actions performed, and reaction tendencies can express the nature of specific avatars to other players in the same world. Character-information available only to avatars' own players and personalised, subjective world-representations create individual impressions of worlds and avatars' parts in them. A shared aim of these approaches is to increase the believability of elements in the game worlds and the sense of presence and immersion for players. In this paper the prototype Pataphysic Institute is used to illustrate how expression and impression can be utilized by consideration of the implementation of possible characterising action potential of avatars.
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6.
  • Eladhari, Mirjam P, 1971- (författare)
  • The Pataphysic Institute
  • 2010
  • Ingår i: Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. - Stanford University, Palo Alto, California : AAAI Press. ; , s. 219-220
  • Konferensbidrag (refereegranskat)abstract
    • The Pataphysic Institute (PI) is a research prototype multi-player game world. In PI, the personalities of the inhabitants are the base for the game mechanics. When interacting with other characters the potential emotional reactions depend upon avatars' current mood and personality. PI is built with inspiration from personality psychology and affect theory in an attempt to mimic possible emotional responses in order to give the player support in role-playing. The mental states of characters depend on their personalities and on their current moods. Moods differ according to context and to recent experiences. Emotional experiences become memories and define the relationships between characters. The mental state is the sum of the character and governs what actions can be performed in a given moment. In order to do certain things the characters need to be in certain moods — and for this the players need to game their avatars' emotions, and game their relationships.
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7.
  • Johansson, Magnus, et al. (författare)
  • Model of social believable NPCs for teacher training using Second Life
  • 2011
  • Ingår i: Computer Games (CGAMES), 2011 16th International Conference on. - Louisville, KY : IEEE conference proceedings. - 9781457714511 ; , s. 270-274
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server.
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  • Verhagen, Harko, et al. (författare)
  • Model of Social Believable NPCs for Teacher Training
  • 2011
  • Ingår i: Proceedings of the 5th European Conference on Games Based Learning. - Athens, Greece : The National and Kapodistrian University of Athens. - 9781908272195 ; , s. 771-774
  • Konferensbidrag (refereegranskat)abstract
    • This paper proposes a conceptual model for non-player characters for use in a serious game application. The game is aimed for teacher training with a focus on training of social skills related to conflict handling. Conflict handling is difficult to emulate in a realistic way and appears not frequent enough in the practical training part of teacher education to enable sufficient training. Also, training in a real world situation may be ethically less sound. To develop a serious game for conflict handling training, we need to create non-player characters that can emulate conflicts in a realistic way. For this, we need to extend current models with social and emotional aspects. We present previously developed meta-models that enable us to propose such a model and combine these and recent game research to a Model Social Game Agent.
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  • Resultat 1-10 av 10
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