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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Text (Customizing by Doing for Responsive Video Game Characters)
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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 |
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Identification Number (DOI): |
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Keywords: |
interactive machine learning; embodied design; body expressions; video game characters |
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Departments, Centres and Research Units: |
Computing |
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Dates: |
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Item ID: |
8737 |
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Date Deposited: |
20 Aug 2013 08:34 |
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Last Modified: |
29 Apr 2020 15:53 |
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Peer Reviewed: |
Yes, this version has been peer-reviewed. |
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URI: |
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