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Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters

机译:通过与虚拟字符的全身互动创建可玩的社交体验

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This paper describes work towards the goal of enabling unscripted interaction with non-player characters in virtual environments. We hypothesize that we can define a layer of social affordances, based on physical and non-verbal signals exchanged between individuals and groups, which can be reused across games. We have implemented a first version of that substrate that employs whole body interaction with virtual characters and generates nuanced, real-time character performance in response. We describe the playable experience produced by the system, the implementation architecture (based on the behavior specification technology used in Facade, the social model employed in Prom Week, and gesture recognition technology), and illustrate the key behaviors and programming idioms that enable character performance. These idioms include orthogonal coding of attitudes and activities, use of relational rules to nominate social behavior, use of volition rules to rank options, and priority based interleaving of character animations.
机译:本文介绍了实现在虚拟环境中与非玩家字符实现无意识的交互的目标。我们假设我们可以根据个人和群体之间交换的物理和非语言信号来定义一层社会承担,这可以在游戏中重复使用。我们已经实现了使用全身与虚拟字符交互的第一个版本,并以响应为响应生成细微的实时性能性能。我们描述了系统生产的可玩经验,实现架构(基于门面中使用的行为规范技术,竞赛星期中使用的社交模式以及手势识别技术),并说明了启用角色性能的关键行为和编程成语。这些成语包括正交编码态度和活动,利用关系规则来提名社会行为,利用意向规则来排名选择,以及基于优先的字符动画交织。

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