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A Virtual Agent Toolkit for Serious Games Developers

Samuel Mascarenhas, Manuel Guimaraes, Rui Prada, Joao Dias, Pedro A. Santos, Kam Star, Ben Hirsh, Ellis Spice, Rob Kommeren
2018 2018 IEEE Conference on Computational Intelligence and Games (CIG)  
In this paper, we present a virtual agent toolkit that was specifically developed with the intent of making agent-based solutions more accessible and reliable to game developers.  ...  To this end, a collaborative effort was established with a game studio that has used the toolkit to develop two different serious games.  ...  (Realising an Applied Gaming Eco-System) Grant agreement No 644187.  ... 
doi:10.1109/cig.2018.8490399 dblp:conf/cig/MascarenhasGPDS18 fatcat:6zfmmiuw3bdddntqhfruzlgeku

SteerBench: a benchmark suite for evaluating steering behaviors

Shawn Singh, Mubbasir Kapadia, Petros Faloutsos, Glenn Reinman
2009 Computer Animation and Virtual Worlds  
The first one is a Java library of steering behaviors for Pogamut toolkit for developing control mechanisms of virtual agents.  ...  , Virtual agents and interactive virtual environments, Agent-based games, Open-source software tools for agent-based system development, Education.  ...  The library is connected to a tool Pogamut [8] for development of control mechanisms of virtual agents, but also to about 1 km 2 large 3D virtual town with four 3D agent avatars we developed; all freely  ... 
doi:10.1002/cav.277 fatcat:wt54i4elzvcizfl3ytipxctooe

Emohawk: Learning Virtual Characters by Doing [chapter]

Michal Bída, Cyril Brom
2010 Lecture Notes in Computer Science  
Emohawk is a narrative-based serious game designed to be a supportive tool for teaching basics of virtual agents development at universities and high-schools.  ...  The project is in continuous development and we plan a large evaluation for the 2010/2011 academic year.  ...  Conclusion This paper presented our freeware serious game Emohawk designed to be a supportive tool for teaching basics of virtual agents development and programming.  ... 
doi:10.1007/978-3-642-16638-9_40 fatcat:fb6mwmxlb5cnnotpqrihzaxvom

Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents [chapter]

Jakub Gemrot, Rudolf Kadlec, Michal Bída, Ondřej Burkert, Radek Píbil, Jan Havlíček, Lukáš Zemčák, Juraj Šimlovič, Radim Vansa, Michal Štolba, Tomáš Plch, Cyril Brom
2009 Lecture Notes in Computer Science  
Here, we present Pogamut 3, an open source platform for rapid development of behaviour for virtual agents embodied in a 3D environment of the Unreal Tournament 2004 videogame.  ...  The paper also briefly touches extensions of Pogamut 3; the ACT-R integration, the emotional model ALMA integration, support for control of avatars at the level of gestures, and a toolkit for developing  ...  In the context of the Pogamut 3 toolkit, the game provides the virtual environment for running agents.  ... 
doi:10.1007/978-3-642-11198-3_1 fatcat:frgunqvh5ng7zetfxe4dbqn3qa

Doing Cultural Heritage Using the Torque Game Engine: Supporting Indigenous Storytelling in a 3D Virtual Environment

Theodor G. Wyeld, Joti Carroll, Craig Gibbons, Brendan Ledwich, Brett Leavy, James Hills, Michael Docherty
2007 International Journal of Architectural Computing  
Acknowledgements This work is supported by ACID (the Australasian CRC for Interaction Design) established and supported under the Cooperative Research Centres Program through the Australian Government's  ...  It provides a toolkit where players, in a serious gaming sense, can experience Indigenous virtual heritage in a high fidelity fashion with culturally appropriate interface tools.  ...  The networked toolkit, as represented by DSL, becomes an empowering model of research and production-at once a site for capturing, archiving, developing culturally-appropriate virtual environments, and  ... 
doi:10.1260/147807707781514931 fatcat:i6tt26pv6vh4bi4lqedrpggaou

Doing Cultural Heritage Using the Torque Game Engine: Supporting Indigenous Storytelling in a 3D Virtual Environment

Theodor G. Wyeld, Joti Carroll, Craig Gibbons, Brendan Ledwich, Brett Leavy, James Hills, Michael Docherty
2007 International Journal of Architectural Computing  
Acknowledgements This work is supported by ACID (the Australasian CRC for Interaction Design) established and supported under the Cooperative Research Centres Program through the Australian Government's  ...  It provides a toolkit where players, in a serious gaming sense, can experience Indigenous virtual heritage in a high fidelity fashion with culturally appropriate interface tools.  ...  The networked toolkit, as represented by DSL, becomes an empowering model of research and production-at once a site for capturing, archiving, developing culturally-appropriate virtual environments, and  ... 
doi:10.1260/1478-0771.5.2.418 fatcat:firvgspwqvg5bkz4t4arlztmra

3D Immersion in Virtual Agents Education [chapter]

Cyril Brom, Jakub Gemrot, Ondřej Burkert, Rudolf Kadlec, Michal Bída
2008 Lecture Notes in Computer Science  
This paper presents the curricula of a university course on Modelling Behaviour of Human and Animal-like Agents, including a seminar in which students develop their own virtual agents using a toolkit we  ...  of intelligent virtual agents.  ...  It brings together a 3D simulator, an agent library, and a development environment (IDE)., The toolkit uses the environment of Unreal Tournament 2004 (UT04), an action game as the 3D simulator.  ... 
doi:10.1007/978-3-540-89454-4_11 fatcat:j7bpsjojybavzfsm5xv6gwfhcm

Developing an agent-based training simulation using game and virtual reality software

Debbie Richards, John Porte
2009 Proceedings of the Sixth Australasian Conference on Interactive Entertainment - IE '09  
This paper reports our usage of game and virtual reality technology to build a risk training simulation inhabited by agents.  ...  We describe the design and issues in the development of the Risk Management Module using UrealEd 3.0 game toolkit and the BOrder Security System using Vizard so that others with similar goals might be  ...  Thanks to Jason Barles for his work with UT2004 as described in this paper. REFERENCES  ... 
doi:10.1145/1746050.1746059 fatcat:qo76abo3bnbkbeh467zc2ow7km

Artificial intelligence moving serious gaming: Presenting reusable game AI components

Wim Westera, Rui Prada, Samuel Mascarenhas, Pedro A. Santos, João Dias, Manuel Guimarães, Konstantinos Georgiadis, Enkhbold Nyamsuren, Kiavash Bahreini, Zerrin Yumak, Chris Christyowidiasmoro, Mihai Dascalu (+2 others)
2019 Education and Information Technologies : Official Journal of the IFIP technical committee on Education  
This article provides a comprehensive overview of artificial intelligence (AI) for serious games.  ...  The reuse of these components enables game developers to develop high quality serious games at reduced costs and in shorter periods of time.  ...  Fundação para a Ciência e a Tecnologia (FCT-UID/CEC/500 21/2013).  ... 
doi:10.1007/s10639-019-09968-2 fatcat:sozwh55b4jbcdcyrlpj65sfunu

Natural Language Processing in Serious Games: A state of the art

Davide Picca, Dominique Jaccard, Gérald Eberlé
2015 International Journal of Serious Games  
Serious Game and, third, we provide a link to possible purposes of use for the different actors interacting in the Serious Game.  ...  existing Serious Games and giving an overview of the use of NLP in pedagogical Serious Games.  ...  BOSS was also used as a prototype system for generating and detecting deceptive language for a virtual agent [20] .  ... 
doi:10.17083/ijsg.v2i3.87 fatcat:smpb6w3bf5fsvhjgkcskxkavmm

An initial study to assess the perceived realism of agent crowd behaviour in a virtual city

Stuart O'Connor, Fotis Liarokapis, Christopher Peters
2013 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)  
This paper examines the development of a crowd simulation in a virtual city, and a perceptual experiment to identify features of behaviour which can be linked to perceived realism.  ...  The perceptual experimentation methodologies presented can be adapted and potentially utilised to test other types of crowd simulation, for application within computer games or more specific simulations  ...  are commonly used for developing computer games.  ... 
doi:10.1109/vs-games.2013.6624220 dblp:conf/vsgames/OConnorLP13 fatcat:t6orgjp4qjbnpav4q5x5u54qk4

Developing serious games for cultural heritage: a state-of-the-art review

Eike Falk Anderson, Leigh McLoughlin, Fotis Liarokapis, Christopher Peters, Panagiotis Petridis, Sara de Freitas
2010 Virtual Reality  
As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence.  ...  Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum  ...  This report includes imagery generated using the Virtual Egyptian Temple, which is a product of PublicVR (http://publicvr.org).  ... 
doi:10.1007/s10055-010-0177-3 fatcat:kln5qqu27nazjiqp2xvwczfbci

A testbed environment for interactive storytellers

Federico Peinado, Álvaro Navarro, Pablo Gervás
2008 Proceedings of the 2nd International Conference on INtelligent TEchnologies for interactive enterTAINment  
Today there is a number of automatic systems for developing interactive digital storytelling applications.  ...  This paper describes a testbed environment that has been designed as an example scenario for testing how different interactive storytelling systems confront a set of "common challenges" of this kind of  ...  Shadow Door Shadow Door is an agent control interface for Neverwinter Nights (NWN) [5] , a Computer Role-Playing Game (CRPG).  ... 
doi:10.4108/icst.intetain2008.2483 dblp:conf/intetain/PeinadoNG08 fatcat:ecxawygp2ra2defeyicoqqtmym

A Pervasive Augmented Reality Serious Game

Fotis Liarokapis, Louis Macan, Gary Malone, Genaro Rebolledo-Mendez, Sara de Freitas
2009 2009 Conference in Games and Virtual Worlds for Serious Applications  
This paper presents a pervasive augmented reality serious game that can be used to enhance entertainment using a multimodal tracking interface.  ...  Initial evaluation results showed that multimodal-based interaction games can be beneficial in serious games.  ...  Elena Gaura for funding part of the project.  ... 
doi:10.1109/vs-games.2009.40 dblp:conf/vsgames/LiarokapisMMRF09 fatcat:nmatw24axzbjrc4lo4bvvtzb6y

CARLA: Conversational Agent in Virtual Reality with Analytics

Pablo Isaac Macias-Huerta, Guillermo Santamaría Bonfil, María-Blanca Ibáñez-Espiga
2020 Research in Computing Science  
In this paper, we present a framework to develop a spoken Conversational Agent based in viRtual reaLity with Analytics, namely CARLA.  ...  The current development state is presented using the case of Power Systems Education based on virtual reality technology.  ...  VR Learning Environment The learning environment is based on non-immersive VR developed using Unity 3D 5 . Unity 3D is a game engine used for developing serious and non-serious games.  ... 
dblp:journals/rcs/Macias-HuertaBI20 fatcat:j5qbqknrhren7eq673clpwwb7a
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