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Handbook of Multimedia for Digital Entertainment and Arts- P18: The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art, which attracts and absorbs their participants. The fantastic success of this new field has influenced the development of the new digital entertainment industry and related products and services, which has impacted every aspect of our lives. | 22 Believable Characters 509 to this idea. The first is a simulation by Harger to show the role of status on body movement see next section . The second is a study we conducted to verify the use of FFM as a character model and develop a set of nonverbal behaviour patterns that are linked with the different character models defined by Johnstone. Personality and Believable Characters Several research projects used the personality models discussed above to develop virtual animated believable characters. In this section we discuss some of these projects. Table 5 summarizes these believable character models and the personality models they used. Andre et al. 38 have employed personality as a variable to achieve fine control on affect. They used the Five Factor Model but only implemented the extraversion and agreeableness dimensions. They created three different environments to try their implementation Virtual Puppet Theater Inhabited Market Place and Presence. Puppet is a virtual learning environment specially designed for kids. The setting for this project is in a farmyard where the user can interact through different modes. He can through his avatar interact with the environment and other characters such as pigs and cows. He can also observe interactions among the autonomous characters representing the animals in the zoo. Alternatively he can play as a director and set up the story and characters interactions. The objective of the project is to teach children to recognize how emotions and personalities influence behaviors. Inhabited is a virtual market place where personalized agents interact among each other providing information. The scripts were given special attention towards depicting personality. Presence is a kiosk application where users interact with characters to get certain kinds of information. They used believable characters extensively in all these experiences. The goal was to create a more engaging experience through such Table 5 Computational models for