Teaching Video Game Characters Natural Body Language

Video game characters with natural responses to human body language

Researchers at Goldsmiths, University of London have been using theater performers to design computer software capable of reading and replicating the way in which humans communicate with their bodies.

Dr Marco Gillies from the Department of Computing has made virtual characters more believable by enlisting actors to teach them body movement. The actors interact with members of the public through a screen, and their responses to specific body language are memorized as algorithms by the software.

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Finding Out What They Think: A Rough Primer To User Research, Part 2

[The following is the second of two articles by college professor and researcher Ben Lewis-Evans on games user research methodology (see Part 1, which covered focus groups, heuristics, and questionnaires, as well as giving a grounding in the topic of user research in general. In this article, Lewis-Evans covers interviews, observational methods (including think out loud and contextual inquiry), game metrics, and biometrics.]

Interviews

Much like a questionnaire — a topic covered in the last installment — an interview is for collecting subjective data. However, the face-to-face nature of an interview means that you can be more interactive in your data collection, which if done correctly, can lead to very rich data. However, it is also obviously quite time-consuming, and it is harder to analyze and quantify the data you get at the end.

The quality of what you get out of an interview will also depend greatly on your own skill as an interviewer, so here are some tips.

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Finding Out What They Think: A Rough Primer To User Research, Part 1

[In this first article in a new series, college professor and user research Ben Lewis-Evans takes a look at different methods of game user research, offering up a handy guide to different ways you can collect useful information about your game.]

This article, and its forthcoming followup, is intended to give a rough idea to developers of several different methods that can be used in games user research.

However, many, many books have been written on research methodology and I cannot cover everything. Therefore these two articles cannot be taken as completely comprehensive.

In the first of the articles I will be covering a few general points about Games User Research and then discussing three methods, focus groups, heuristic evaluation and questionnaires in some detail.

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Creating the Illusion of Emotion or Why You Care About Ones and Zeroes

As much as you may love video games and the stories they help you tell, it’s impossible to escape the fact that much of your experience is a trick of the mind.

The thing that separates video games from other forms of media, the ability to interact with and perhaps shape a virtual world, is mostly powered by the artificial intelligence of the characters that populate that experience.

But at its best gaming artificial intelligence systems, AI expert David Mark says, are, like 2-year-olds, basically sociopaths. What he means is that they are intrinsically anti-social. Getting past that problem doesn’t mean imbuing a character with personality, it means tricking gamers.

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Buttons Were An Inspired UI Hack, But Now We’ve Got Better Options

Josh Clark on the future of touch and other types of UI.

If you’ve ever seen a child interact with an iPad, you’ve seen the power of the touch interface in action. Is this a sign of what’s to come — will we be touching and swiping screens rather tapping buttons? I reached out to Josh Clark (@globalmoxie), founder of Global Moxie and author of “Tapworthy,” to get his thoughts on the future of touch and computer interaction, and whether or not buttons face extinction.

Clark says a touch-based UI is more intuitive to the way we think and act in the world. He also says touch is just the beginning — speech, facial expression, and physical gestures are on they way, and we need to start thinking about content in these contexts.

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Corning’s Second Day of Glass

Nearly a year ago, Corning (maker of Gorilla Glass), released a video encapsulating it’s vision of the future. It’s since gotten 17 million views on YouTube, and started numerous discussions and responses.

In the video, Corning predicted large scale desktop touchscreen displays, bigger video screens, and dynamic billboards. And while much of the video is still in the future, the OLED TV’s shown by LG at this year’s CES do seem to bring the video to life.

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Are Your Users S.T.U.P.I.D?

How good design can make users effective

dunce-200It is an honest question: how smart are your users? The answer may surprise you: it doesn’t matter. They can be geniuses or morons, but if you don’t engage their intelligence, you can’t depend on their brain power.

Far more important than their IQ (which is a questionable measure in any case) is their Effective Intelligence: the fraction of their intelligence they can (or are motivated to) apply to a task.

Take, for example, a good driver. They are a worse driver when texting or when drunk. (We don’t want to think about the drunk driver who is texting.) An extreme example you say? Perhaps, but only by degree. A person who wins a game of Scrabble one evening may be late for work because they forgot to set their alarm clock. How could the same person make such a dumb mistake? Call it concentration, or focus, we use more of our brain when engaged and need support when we are distracted.

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The Future of Gaming: A Portrait of the New Gamers

In the spring of 2011, Latitude Research launched a study to understand the recent explosion in gaming, driven in part by the popularity of mobile phones and tablets. Specifically, the study sought to uncover how the profile of the stereotypical gamer has changed, various motivations for gaming, and the evolving role of games in moving traditionally online experiences into the “offline” world—suggesting new opportunities for game and technology developers, educators, and social innovators.

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Sony Says Games Will Read Emotions in 10 Years

Sony is talking crazy, indicating that games may be able to tell if you’re lying or depressed just ten years down the road. We’ll stick with growing crops, thanks.

Seriously, when do games stop being games and cross over into virtual reality? This was the question I asked Nvidia months ago at ECGC 2011, and was told there will always be a market for the high-end PC gamer with the rig nearly the size of a bookcase. But putting visual realism aside, what will happen when games suddenly stop acting like games, and become more like a self-aware super AI that could possibly one day sing you happy birthday or annihilate the human race?

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Sony Predicts Return of Virtual Reality

Not content with attempting to usher in the advent of 3D console gaming, it seems Sony now has its sights set on the next quantum leap – virtual reality.

Speaking in a video interview to promote next month’s b.tween 3D event in London, SCE Studios exec Mike Hocking explained that Sony’s recently announced HMD device could represent the future of 3D gaming by allowing users access to a full ‘virtual’ world.

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