Customizing by Doing for Responsive Video Game Characters

Kleinsmith, Andrea and Gillies, Marco. 2013. Customizing by Doing for Responsive Video Game Characters. International Journal of Human-Computer Studies, 71(7-8), pp. 775-784. ISSN 1071-5819 [Article]

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Abstract or Description

This paper presents a game in which players can customize the behavior of their characters using their own movements while playing the game. Players’ movements are recorded with a motion capture system. The player then labels the movements and uses them as input to a machine learning algorithm that generates a responsive behavior model. This interface supports a more embodied approach to character design that we call “Customizing by Doing”. We present a user study that shows that using their own movements made the users feel more engaged with the game and the design process, due in large part to a feeling of personal ownership of the movement.

Item Type:

Article

Identification Number (DOI):

https://doi.org/10.1016/j.ijhcs.2013.03.005

Keywords:

interactive machine learning; embodied design; body expressions; video game characters

Departments, Centres and Research Units:

Computing
Computing > Embodied AudioVisual Interaction Group (EAVI)
Research Office > REF2014

Dates:

DateEvent
July 2013Published

Item ID:

8737

Date Deposited:

20 Aug 2013 08:34

Last Modified:

29 Apr 2020 15:53

Peer Reviewed:

Yes, this version has been peer-reviewed.

URI:

https://research.gold.ac.uk/id/eprint/8737

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