Sciweavers

IWEC
2004
13 years 6 months ago
Engaging Game Characters: Informing Design with Player Perspectives
The behavior of characters in current computer games is generally scripted and predictable. This paper discusses some issues related to creating game characters that enhance player...
Penelope Drennan, Stephen Viller, Peta Wyeth
IWEC
2004
13 years 6 months ago
Probabilistic Opponent-Model Search in Bao
In Probabilistic Opponent-Model search(PrOM search) the opponent is modelled by a mixed strategy of N opponent types 0 . . .
Jeroen Donkers, H. Jaap van den Herik, Jos W. H. M...
IWEC
2004
13 years 6 months ago
AI: the Missing Link in Digital Game Interface Design?
The central problem that this paper addresses is how to manage dynamic change within game environments in response to variable player requirements and ability. In particular, we di...
Darryl Charles, Daniel Livingstone
IWEC
2004
13 years 6 months ago
New Behavioural Approaches for Virtual Environments
We describe a new approach to the behaviour of 3D environments that supports the definition of physical processes and interactive phenomena. The work takes as a starting point the ...
Marc Cavazza, Simon Hartley, Jean-Luc Lugrin, Paol...
IWEC
2004
13 years 6 months ago
Interactive Props and Choreography Planning with the Mixed Reality Stage
This paper introduces
Wolfgang Broll, Stefan Grünvogel, Iris Herbst...
IWEC
2004
13 years 6 months ago
EffecTV: A Real-Time Software Video Effect Processor for Entertainment
EffecTV is a real-time software video effect processor based on motion detection and image processing techniques. EffecTV was released in 2001 as an open source software, and has b...
Kentaro Fukuchi, Sam Mertens, Ed Tannenbaum
IWEC
2004
13 years 6 months ago
Electronic Augmentation of Traditional Board Games
Manufacturers of traditional board games are looking for ideas to innovate their products and keep up with the popularity of modern computer games. We developed an idea of how trad...
Clim J. de Boer, Maarten H. Lamers
IWEC
2004
13 years 6 months ago
Towards a Framework for Design Guidelines for Young Children?s Computer Games
This paper describes a number of general design problems with adventure-like computer games for young children in order to demonstrate the need for specific design guidelines for t...
Wolmet Barendregt, Mathilde M. Bekker
IWEC
2004
13 years 6 months ago
TEAM: The Team-Oriented Evolutionary Adaptability Mechanism
Many commercial computer games allow a team of players to match their skills against another team, controlled by humans or by the computer. Most players prefer human opponents, sin...
Sander Bakkes, Pieter Spronck, Eric O. Postma