Unsupervised online learning in commercial computer games allows computer-controlled opponents to adapt to the way the game is being played. As such it provides a mechanism to deal...
Pieter Spronck, Ida G. Sprinkhuizen-Kuyper, Eric O...
We are investigating face, hand and body expressions to be applied to avatars of a virtual environment to improve their communication capabilities and enrich and facilitate their p...
Procedural techniques will soon automate many aspects of content creation for computer games. We describe an efficient, deterministic, methodology for procedurally generating 3D ga...
From a users' perspective entertainment is based on enjoyment in using these products or services. How and which cultural differences between eastern and western cultures are ...
We present the design and implementation of a card game architecture for mulit-user interactive tabletop surfaces. Our system is built on the DiamondTouch, a touch-sensitive input ...
Shwetak N. Patel, John A. Bunch, Kyle D. Forkner, ...
We present a novel in-car entertainment application that is inspired by listening to music and the social interaction of manoeuvring in traffic. The Sound Pryer is a peer-to-peer a...
Autonomous synthetic actors must invent variations of known material in order to perform given only a limited script, and to assist the director with development of the performance...
The interactive and multi-protagonist (IMP) film is a novel concept that extends the hypermovie genre. The IMP film is based on the common structures of linear narrative storytelli...
With the increase of computer capabilities, many learning systems have become complex simulators with advanced interfaces close to game quality. However, many games features have n...
Abstract. Live role-playing (LRP) games stand as powerful metaphorical models for the various digital and ubiquitous forms of entertainment that gather under the term pervasive gam...