EDTree: Emotional Dialogue Trees for Game Based Training

Authors: Tang, W., Smith, P., Watson, A. and Sahandi, M.

http://eprints.bournemouth.ac.uk/27441/

Start date: 15 April 2016

Immersion and interactivity are a major focus when creat- ing gaming applications, as technology has improved and enabled the creation of larger and more detailed virtual environments the need for more engaging NPCs (non-playable characters) is also required. Many games utilise a form of dialogue tree when conversing with characters within a gaming application, allowing the user to choose their question- s/responses. While this method does provide a dynamic conversation system, it is quite a one-sided level of interactivity with the NPC simply responding to the current question without it a ecting the conversation on a whole. We present a novel dialogue system that explores the emo- tional state of the NPC to provide a more complex form of dialogue tree, termed EDTree (Emotional Dialogue Tree). Based on user actions, the interactions between the user and the NPC are enriched by the emo- tional state of the NPC. Utilising this system will provide an immersive experience based around improved believability of virtual characters. To demonstrate the e ectiveness of our approach, we show an example of a training system that explores the use of gaming technology and the proposed EDTree.

This data was imported from Scopus:

Authors: Collins, J., Hisrt, W., Tang, W., Luu, C., Smith, P., Watson, A. and Sahandi, R.

http://eprints.bournemouth.ac.uk/27441/

Journal: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Volume: 9654

Pages: 77-84

eISSN: 1611-3349

ISBN: 9783319402581

ISSN: 0302-9743

DOI: 10.1007/978-3-319-40259-8_7

© Springer International Publishing Switzerland 2016. Immersion and interactivity are a major focus when creating gaming applications, as technology has improved and enabled the creation of larger and more detailed virtual environments the need for more engaging NPCs (non-playable characters) is also required. Many games utilise a form of dialogue tree when conversing with characters within a gaming application, allowing the user to choose their questions/ responses. While this method does provide a dynamic conversation system, it is quite a one-sided level of interactivity with the NPC simply responding to the current question without it affecting the conversation on a whole. We present a novel dialogue system that explores the emotional state of the NPC to provide a more complex form of dialogue tree, termed EDTree (Emotional Dialogue Tree). Based on user actions, the interactions between the user and the NPC are enriched by the emotional state of the NPC. Utilising this system will provide an immersive experience based around improved believability of virtual characters. To demonstrate the effectiveness of our approach, we show an example of a training system that explores the use of gaming technology and the proposed EDTree.

This data was imported from Web of Science (Lite):

Authors: Collins, J., Hisrt, W., Tang, W., Luu, C., Smith, P., Watson, A. and Sahandi, R.

http://eprints.bournemouth.ac.uk/27441/

Journal: E-Learning and Games

Volume: 9654

Pages: 77-84

ISBN: 978-3-319-40258-1

ISSN: 0302-9743

DOI: 10.1007/978-3-319-40259-8_7

The data on this page was last updated at 04:50 on December 17, 2018.