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DIGRA
2005
Springer
16 years 26 days ago
How Serious are serious games? Some lessons from Infra-games
In this paper, the authors explore the possible contribution of serious games for advanced academic and/or professional learning in particular to support the decision-making and 1...
Geertje Bekebrede, Igor Mayer, Stijn-Pieter A. van...
DIGRA
2005
Springer
16 years 26 days ago
Frame and Metaphor in Political Games
This paper offers an approach to analyzing political rhetoric in videogames intended to carry ideological bias, based on cognitive linguist George Lakoff’s notion of metaphor an...
Ian Bogost
ADS
2004
Springer
16 years 22 days ago
Data-Driven Tools for Designing Talking Heads Exploiting Emotional Attitudes
Abstract. Audio/visual speech, in the form of labial movement and facial expression data, was utilized in order to semi-automatically build a new Italian expressive and emotive tal...
Piero Cosi, Andrea Fusaro, Daniele Grigoletto, Gra...
ADS
2004
Springer
16 years 22 days ago
Dimensional Emotion Representation as a Basis for Speech Synthesis with Non-extreme Emotions
Past attempts to model emotions for speech synthesis have focused on extreme, “basic” emotion categories. The present paper suggests an alternative representation of emotional ...
Marc Schröder
178
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TIDSE
2004
Springer
16 years 20 days ago
Emotional Characters for Automatic Plot Creation
Abstract. The Virtual Storyteller is a multi-agent framework for automatic story generation. In this paper we describe how plots emerge from the actions of semi-autonomous characte...
Mariët Theune, Sander Rensen, Rieks op den Ak...