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Evaluation between humans and affective NPC in digital gaming scenario

机译:数字游戏场景中人与情感NPC之间的评估

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The scenario of affective computing has expanded into different areas, demonstrating its applicability in various fields and specific scenarios. The area of digital games, in particular serious games, is one of the areas that can benefit from the use of affective computing, especially when used in artificial intelligence agents, also defined as NPC (Non-Player Character) simulating human affective aspects such as personality, emotion and mood. Many advances have been made for combining affective computing and serious games. However, since games present a direct interaction with the user, they require more attention to one important factor: the fun factor provided by the game. This paper aims at evaluating the fun factor of a game by experiencing a memory game that makes use of affective agent as a NPC opponent. The results in this paper demonstrate significant advances in the ability to simulate affective NPC agent in games toward modifying the way in which players analyze a current NPC and mainly at the level of pleasure dueling it.
机译:情感计算的场景已经扩展到不同的领域,证明了它在各个领域和特定场景中的适用性。数字游戏领域,尤其是严肃游戏,是可以从情感计算的使用中受益的领域之一,特别是在人工智能代理中使用时,情感计算也被定义为模拟人类情感方面的NPC(非玩家角色),例如个性,情感和情绪。在结合情感计算和严肃游戏方面已经取得了许多进步。但是,由于游戏呈现出与用户的直接互动,因此它们需要更多地关注一个重要因素:游戏提供的乐趣因素。本文旨在通过体验使用情感代理作为NPC对手的记忆游戏来评估游戏的趣味性。本文的结果证明了在模拟游戏中情感NPC代理的能力方面的重大进步,从而改变了玩家分析当前NPC的方式,主要是在愉悦级别上进行了分析。

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