EDTree: Emotional dialogue trees for game based training
Authors: Collins, J., Hisrt, W., Tang, W., Luu, C., Smith, P., Watson, A. and Sahandi, R.
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
Abstract: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.
https://eprints.bournemouth.ac.uk/27441/
Source: Scopus
EDTree: Emotional Dialogue Trees for Game Based Training
Authors: Collins, J., Hisrt, W., Tang, W., Luu, C., Smith, P., Watson, A. and Sahandi, R.
Journal: E-LEARNING AND GAMES
Volume: 9654
Pages: 77-84
eISSN: 1611-3349
ISBN: 978-3-319-40258-1
ISSN: 0302-9743
DOI: 10.1007/978-3-319-40259-8_7
https://eprints.bournemouth.ac.uk/27441/
Source: Web of Science (Lite)
EDTree: Emotional Dialogue Trees for Game Based Training
Authors: Tang, W., Smith, P., Watson, A. and Sahandi, M.
Conference: Edutainment 2016
Dates: 15-17 April 2016
Abstract: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.
https://eprints.bournemouth.ac.uk/27441/
Source: Manual
EDTree: Emotional Dialogue Trees for Game Based Training
Authors: Collins, J., Hisrt, W., Tang, W., Luu, C., Smith, P., Watson, A. and Sahandi, R.
Conference: Edutainment 2016
Pages: 77-84
Publisher: Lecture Notes in Computer Science, vol 9654
ISSN: 0302-9743
Abstract: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.
https://eprints.bournemouth.ac.uk/27441/
Source: BURO EPrints