Approche basée sur les traces d'interactions modélisées pour des agents socio-émotionnels dans les jeux vidéo

Joseph Garnier 1 Karim Sehaba 1 Elise Lavoué 1 Jean-Charles Marty 1
1 SICAL - Situated Interaction, Collaboration, Adaptation and Learning
LIRIS - Laboratoire d'InfoRmatique en Image et Systèmes d'information
Abstract : The video game designers constantly aim to create a sense of immersion players to immerse in the story they depict. The feeling of immersion contributes greatly to the success of a video game. To do this, designers must create an environment , a world, a story and non-player characters (NPCs) credible. In living beings, particularly humans, actions (and behavior in general) are guided by emotions and social relationships they have with each other. In order to make the NPC's behavior more credible in the eyes of players, we propose a trace-based modeled approach to provide to virtual characters emotions, taking into account their personality, and dynamic social relations. Firstly, it will present a state of the art about emotions, and social relations in human and social sciences, and affective computing. Secondly, on the basis of this research we describe the environment, actors and socio-emotional interactions in our video game to finally present our trace-based mode-led approach. Finally, we discuss the perspectives opened by this approach.
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Joseph Garnier, Karim Sehaba, Elise Lavoué, Jean-Charles Marty. Approche basée sur les traces d'interactions modélisées pour des agents socio-émotionnels dans les jeux vidéo. Worshop Affects, Compagnons Artificiels, Interaction (WACAI 2014), Gérard Bailly; Magalie Ochs; Alexandre Pauchet, Jun 2014, Rouen, France. pp.30-35. ⟨hal-01531497⟩

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