Personnages virtuels interactifs intelligents

Project Description

OACLudiques crée de nouveaux outils intuitifs pour les personnages qui interagissent en temps réel avec les joueurs ; ces outils font usage des expressions émotives, corporelles et faciales. Les outils permettent la création de comportements émotifs interactifs chez un personnage dont l’expression s’avère beaucoup plus subtile et plaisante. Les outils constituent de plus un pipeline conceptuel plus créatif, rapide et d’un bon rapport coût-efficacité.

L’oeuvre est axée sur le facteur humain et intègre les savoirs sur l’expression de l’émotion de manière à être utilisable – pour le divertissement aussi bien que dans les jeux sérieux mis en scène pour exploiter plusieurs champs d’étude – incluant pour notre recherche sur l’émotion et l’expression humaines et la communication autistique en face à face.

Simon Fraser University

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Publications

Perceptually Valid Facial Expressions for Character-based Applications

Arya A, DiPaola S, Parush A. Perceptually Valid Facial Expressions for Character-based Applications. International Journal of Computer Games Technology.
Abstract - This paper addresses the problem of creating facial expression of mixed emotions in a perceptually valid way. The research has been done in the context of a “game-like” health and education applications aimed at studying social competency and facial expression awareness in autistic children as well as native language learning, but the results can be applied to many other applications such as games with need for dynamic facial expressions or tools for automating the creation of facial animations. Most existing methods for creating facial expressions of mixed emotions use operations like averaging to create the combined effect of two universal emotions. Such methods may be mathematically justifiable but are not necessarily valid from a perceptual point of view. The research reported here starts by user experiments aiming at understanding how people combine facial actions to express mixed emotions, and how the viewers perceive a set of facial actions in terms of underlying emotions. Using the results of these experiments and a three-dimensional emotion model, we associate facial actions to dimensions and regions in the emotion space, and create a facial expression based on the location of the mixed emotion in the three-dimensional space. We call these regionalized facial actions “facial expression units.

“Incorporating Characteristics of Human Creativity into an Evolutionary Art Algorithm”

DiPaola S, Gabora L. “Incorporating Characteristics of Human Creativity into an Evolutionary Art Algorithm”. Genetic Programming and Evolvable Machines Journal.

Authoring the Intimate Self: Identity, Expression and Role-playing within a Pioneering Virtual Community"

DiPaola S, Turner. Authoring the Intimate Self: Identity, Expression and Role-playing within a Pioneering Virtual Community". Loading… - Journal of the Canadian Games Studies Association, in press.

Computer Facial Animation

DiPaola S. Computer Facial Animation, by Parke F, Waters K, 2nd Edition, AK Peters, 2008. Book Excerpt - pgs. 133-136,225-251,368-369. 2008. Authors: Parke,Waters.

Blending Science Knowledge and AI Gaming Techniques for Experiential Learning

DiPaola S., Akai C. Blending Science Knowledge and AI Gaming Techniques for Experiential Learning. Journal of the Canadian Games Studies Association.

A Framework for Socially Communicative Faces in Games and Interactive Applications

DiPaola S., Arya A. A Framework for Socially Communicative Faces in Games and Interactive Applications. Futureplay ‘07 Proceedings.
Abstract - In this paper, we describe a modular multi-dimensional parameter space for real-time face game-based animation. Faces are our most expressive communication tools. Therefore a synthetic facial creation and animation system should have its own tailored authoring environment rather than using general purpose tools from image, 2D and 3D animation. This environment would take advantage of a knowledge space of faces types, expressions, and behavior, encoding known facial knowledge and meaning into a comprehensive, intuitive facial language and set of user tools. Since faces and face expression work on so many cognitive levels, we propose a multi-dimension parameter space called FaceSpace as the basic face model, and a comprehensive authoring environment based on this model. We describe the underlying mechanisms of our environment, and also demonstrate its early game applications and content process.

The Trace and the Gaze: Textural Agency in Rembrandt's late Portraite from a Vision Science Perspective

DiPaola, Steve. The Trace and the Gaze: Textural Agency in Rembrandt's late Portraite from a Vision Science Perspective. Electronic Visualization and the Arts. EVA conference proceedings, 2008, pages 68-79.

SFU CATGames

DiPaola, Wakkary, Bizzocchi, Zammitto, Tanenbaum, Boileau, Lee. SFU CATGames. http://wiki.iat.sfu.ca/ Presentation and documentation of projects lead by SFU.

“You must be an experienced Thief”: Intelligent Personalization in The Elder Scrolls: Oblivion

Joshua Tanenbaum & Jim Bizzocchi. “You must be an experienced Thief”: Intelligent Personalization in The Elder Scrolls: Oblivion. Canadian Game Studies Association. Paper presented at the 2 annual CGSA conference: http://contagion.edu.yorku.ca/cgsa/CGSAconferencesched.pdf.

Looking at the Interactive Narrative Experience through the Eyes of the Participants

Milam, D., Seif El-Nasr, M., and Wakkary, R. Looking at the Interactive Narrative Experience through the Eyes of the Participants. International Conference on Interactive Storytelling.

Rock Band: A Case Study in the Design of Embodied Interface Experience.

o Tanenbaum, J., & Bizzocchi, J. (2009) Rock Band: A Case Study in the Design of Embodied Interface Experience. ACM SIGGRAPH 2009, New Orleans, August 4-8.
Abstract - There has been a recent surge of novel interface devices available for home gaming systems. With the rise in popularity of games like Guitar Hero and consoles such as Nintendo’s Wii comes new opportunities for game design at the interface level. In this paper we propose three interrelated dimensions for the analysis of embodied and gestural game interface hardware devices. We demonstrate how gestural and embodied interactions can be understood as ludic, kinesthetic and narrative experiences. We ground this discussion in a close analysis of the interface affordances of the game Rock Band and demonstrate how these three dimensions allow us to understand more clearly the place of the interface in the design and the experience of games.

Exploring Non-Verbal Behaviors Using Acting Methods

Seif El-Nasr, M. and Wei, H. Exploring Non-Verbal Behaviors Using Acting Methods. International Conference on Interactive Storytelling.

Believable characters

Seif El-Nasr, M., Bishko, L., Zammitto, V., Nixon, M., Vasilakos, T., and Wei, H. Believable characters. Book Chapter in Handbook of Digital Media in Entertainment and Arts. (Forthcoming 2009).

Player's Perception of Interactive Narrative.

Seif El-Nasr, M., Milam, D., and Wakkary, R. Player's Perception of Interactive Narrative. Book Chapter in Handbook of Digital Media in Entertainment and Arts. (Forthcoming 2009).

Is your Character Neurotic Enough? Personality in Believable Characters

Veronica Zammitto. Is your Character Neurotic Enough? Personality in Believable Characters. Canadian Game Studies Association. Paper presented at the 2 annual CGSA conference: http://contagion.edu.yorku.ca/cgsa/CGSAconferencesched.pdf.

Visualization Techniques in Video Games

Veronica Zammitto. Visualization Techniques in Video Games. EVA London 2008 Conference Proceedings. EVA conference proceedings, 2008, pages 267-276.

System for Automated Interactive Lighting (SAIL)

Zupko, J. Seif El-Nasr, M. System for Automated Interactive Lighting (SAIL). Proceedings of the International Conference on the Foundations of Digital Games ‘09.