When players in online games engage in conversation with each other, often through a chat window, their graphical avatars typically do not exhibit interesting behavior. This paper proposes using a model of face-to-face communication to automatically generate realistic nonverbal behavior in the avatars based on what is going on in the conversation. It describes Spark, a flexible XML based architecture that makes this possible and reports on a user study that shows how such avatars could significantly improve online conversations. © IFIP International Federation for Information Processing 2004.
CITATION STYLE
Vilhjálmsson, H. H. (2004). Animating conversation in online games. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3166, 139–150. https://doi.org/10.1007/978-3-540-28643-1_18
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