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Publications
Canvas 3D JS Library website blogs, development news and various articles
Project: Seneca - Web Browser as a 3D Gaming Platform
Andor Salga, Leonard Lee, Patrick Lam, Catherine Leung, Jeremy Giberson, Andrew Smith, Mark Paruzel, Chris Bishop. Canvas 3D JS Library website blogs, C3DL development news and Various Articles. Canvas 3D JS Library Website http://www.c3dl.org.
Perceptually Valid Facial Expressions for Character-based Applications
Project: SFU - Intelligent Interactive Virtual Characters
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.
A Tangible Computing Game Prototyping Environment
Project: SFU - Gesture and Tangible Prototyping Tool
Boileau, J., Wakkary, R. A Tangible Computing Game Prototyping Environment. Canadian Game Studies Association 2nd Annual Conference 2008. Vancouver, Canada.
Abstract - Power Point Presentation: http://www.sfu.ca/~jboileau/cat-games/ppt/
Additional Images: http://www.sfu.ca/~jboileau/cat-games
Video of new dice: http://www.sfu.ca/~jboileau/cat-games/video.html
Additional Images: http://www.sfu.ca/~jboileau/cat-games
Video of new dice: http://www.sfu.ca/~jboileau/cat-games/video.html
Links
An Emergent Framework for Realistic Psychosocial Behaviour in Non Player Characters
Project: - Visible to guests to the site and visitors who are not logged in.
C. Bailey and M. Katchabaw. An Emergent Framework for Realistic Psychosocial Behaviour in Non Player Characters. Proceedings of FuturePlay 2008.
Representing and Animating Human Movement for Dance
Project: - Visible to guests to the site and visitors who are not logged in.
Calvert, T., Invited keynote speaker, International Symposium on “Human Body Motion Analysis with Motion Capture” , Ritsumeikan University, Kyoto, Japan, December 21, 2007.
Abstract - Human movement in general and dance in particular can be represented in a number of ways. The first is with a film or video of a performance. The problem with this is that the 2D images cannot completely communicate the movement in 3D. An abstract and conceptually complete approach is to use notation and several notation systems are being used to create archival scores. But notation systems are complex - few can read notation and even fewer can write it. The two remaining approaches - motion capture and 3D animation produce similar results - an animation in 3D that is easy to perceive. Motion capture uses instrumentation and computation to derive the movement whereas animation is produced by an animator playing a role parallel to that of a notator. This talk will compare, contrast and illustrate these approaches. Specifically, the talk will assess the LabanWriter system for creating and editing Labanotation scores, the DanceForms system for dance animation, the LabanDancer system for translating Labanotation to animation and the DanRepos repository for organizing motion clips from mocap and animation. Research priorities for the future will be discussed including the need for a meta representation to link notation, animation and motion capture.
Attachments
Canvas 3D JS Library - Various Articles
Project: Seneca - Web Browser as a 3D Gaming Platform
Catherine Leung, Mark Parazul, Andrew Smith. Canvas 3D JS Library - Various Articles. Canvas3D library Blog. http://littlesvr.ca/canvas3d/blog, http://cleung.wordpress.com.
Links
Canvas 3D JS Library - Various write-ups and documentation
Project: Seneca - Web Browser as a 3D Gaming Platform
Catherine Leung, Mark Parazul, Andrew Smith. Canvas 3D JS Library - Various write-ups and documentation. Canvas3D library wiki. http://zenit.senecac.on.ca/
wiki/index.php/Canvas3D_JS_Library.
Links
Seneca CATGames
Project: Seneca - Web Browser as a 3D Gaming Platform
Catherine Leung. Seneca CATGames. Booth presentation documentation of the C3DL (Canvas 3D JS Library) project led by Seneca. Available at IN ’09, in Toronto, March, 2009.
Attachments
Towards emergent gameplay: a framework for realistic psychosocial behaviour in non player characters
Project: - Visible to guests to the site and visitors who are not logged in.
Christine Diana Bailey. Towards emergent gameplay: a framework for realistic psychosocial behaviour in non player characters. Masters Thesis (M.Sc.) University of Western Ontario (Graduate Program in Computer Science).
Links
“Incorporating Characteristics of Human Creativity into an Evolutionary Art Algorithm”
Project: SFU - Intelligent Interactive Virtual Characters
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"
Project: SFU - Intelligent Interactive Virtual Characters
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
Project: SFU - Intelligent Interactive Virtual Characters
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
Project: SFU - Intelligent Interactive Virtual Characters
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
Project: SFU - Intelligent Interactive Virtual Characters
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
Project: SFU - Intelligent Interactive Virtual Characters
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
Project: SFU - Intelligent Interactive Virtual Characters
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
Project: SFU - Intelligent Interactive Virtual Characters
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.
Web Browser as a 3D Gaming Platform
Project: Seneca - Web Browser as a 3D Gaming Platform
Leung, Catherine, Salga, Andor, Smith, Andrew. Web Browser as a 3D Gaming Platform.FuturePlay 2008. Poster.
Abstract - Web browsers do not have a standard method of creating/delivering 3D content. The Canvas 3D add-on for Firefox 3, which will become part of the browser in a future release, allows the delivery of 3D content via the canvas element. However, 3D is a complex problem. This paper proposes a library built on top of the Canvas 3D that will help simplify the creation of 3D content within the browser.
Looking at the Interactive Narrative Experience through the Eyes of the Participants
Project: SFU - Intelligent Interactive Virtual Characters
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.
Project: SFU - Intelligent Interactive Virtual Characters
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.
The use of virtual and mixed reality environments for urban behavioural studies
Project: - Visible to guests to the site and visitors who are not logged in.
Park, A., Calvert, T., Brantingham, P. L., & Brantingham, P.J. (2008). The use of virtual and mixed reality environments for urban behavioural studies. PsychNology Journal, 6(2), 119 – 130.
Abstract - Virtual/mixed reality 3D models of real-world environments can be used to run behavioural and other experiments with real human subjects, replacing the traditional approach where studies are conducted in physical environments. Use of the virtual/mixed reality environments can minimize problems related to feasibility, experimental control, ethics and cost, but care must be taken to ensure that the environments are immersive and create “suspension of disbelief”. In this position paper the issues involved are discussed and illustrated by a 3D virtual model of an urban environment that is being used to study the role of fear in pedestrian navigation.
Attachments
Pedestrian Navigation in Virtual Environments
Project: - Visible to guests to the site and visitors who are not logged in.
Park, Andrew, Calvert, Tom, Brantingham, Paul, Brantingham, Patricia. Pedestrian Navigation in Virtual Environments. Workshop on Urban Mixed Realities: Technologies, Theories and Frontiers, CHI 2008 Conference, Florence, Italy, April 2008.
Abstract - In order to study how built urban environments influence human behaviour we can create 3D virtual/mixed reality models of the real-world environments and run experiments with real human subjects in these environments. This gives the experimenter much more control over the environment and eliminates the risks that may exist in a physical environment. On the other hand, care must be taken to ensure that the virtual/mixed reality environment is sufficiently immersive to ensure “suspension of disbelief”. In this position paper we discuss the issues involved and describe a 3D virtual model of an urban environment that is being used to study the role of fear in a pedestrian navigation model.
Attachments
Making Sense of Group Interaction in an Ambient Intelligent Environment for Physical Play
Project: SFU - Gesture and Tangible Prototyping Tool
Ron Wakkary, Marek Hatala, Ying Jiang, Milena Droumeva, Malahat Hosseini. Making Sense of Group Interaction in an Ambient Intelligent Environment for Physical Play. Proceedings of the 2nd international conference on Tangible and embedded interaction. Pages 179-186.
Exploring Non-Verbal Behaviors Using Acting Methods
Project: SFU - Intelligent Interactive Virtual Characters
Seif El-Nasr, M. and Wei, H. Exploring Non-Verbal Behaviors Using Acting Methods. International Conference on Interactive Storytelling.
Believable characters
Project: SFU - Intelligent Interactive Virtual 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.
Project: SFU - Intelligent Interactive Virtual Characters
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).
CATGames ICE ’08
Project: - Posts related to all partners and projects.
Seneca CATGames. Ad placed in ICE ’08 Program/Agenda publication for ICE Conference. Available at ICE ’08, in Toronto, March 2008.
Attachments
CATGames IN ’09
Project: - Posts related to all partners and projects.
Seneca CATGames. Ad placed in IN ’09 Program/Agenda publication for The Interactive Exchange Conference. Available at IN ’09, in Toronto, March 2009.
Attachments
CATGames Brochure
Project: - Posts related to all partners and projects.
Seneca CATGames. CATGames Brochure distributed to Partners and used at Tradeshows, Conferences, etc. to promote CATGames Project.
Attachments
T. Bullen and M. Katchabaw. Using Genetic Algorithms to Evolve Character Behaviours in Modern Video Games. Proceedings of Ga
Project: - Visible to guests to the site and visitors who are not logged in.
T. Bullen and M. Katchabaw. Using Genetic Algorithms to Evolve Character Behaviours in Modern Video Games. Proceedings of GameOn 2008.
Automating Cinematics and Cut Scenes in Video Games through Scripting with Active Performance Objects
Project: - Visible to guests to the site and visitors who are not logged in.
V. Bonduro and M. Katchabaw. Automating Cinematics and Cut Scenes in Video Games through Scripting with Active Performance Objects. Proceedings of GameOn 2008.
Is your Character Neurotic Enough? Personality in Believable Characters
Project: SFU - Intelligent Interactive Virtual 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
Project: SFU - Intelligent Interactive Virtual Characters
Veronica Zammitto. Visualization Techniques in Video Games. EVA London 2008 Conference Proceedings. EVA conference proceedings, 2008, pages 267-276.
Canvas 3d: GL power, web-style
Project: CATGames Network - Seneca College
Vladimir Vukicevic. Canvas 3d: GL power, web-style. Canvas3D Blog. http://blog.vlad1.com/2007/11/26/canvas-3d-gl-power-web-style.
A Methodology for Incorporating Personality Modeling in Believable Characters
Project: SFU - Intelligent Interactive Virtual Characters
Zammitto V., DiPaola S., and Arya A. A Methodology for Incorporating Personality Modeling in Believable Characters. Proceedings of International Conference on Games Research and Development Cybergames 2008, pages 24-31.
Abstract - Strong human personality models exist but are not easy implemented within current gaming systems. The main stumbling block to utilizing classical personality models to drive real time game characters is a hierarchy, standards-based methodology that ties low level 3D movements to semantic gestures, through to emotion and time based personality sequences. Personality is the combination of qualities and traits that makes us unique. Good game character personality models allow for more natural and believable non player character scenarios hence increasing player engagement. In this paper we overview our multidimensional hierarchical approach to modeling known human personality systems into a customizable and parameterized facial character system. We describe well established psychological personality models and detail our XML based facial animation language for scripting such systems.
Attachments
System for Automated Interactive Lighting (SAIL)
Project: SFU - Intelligent Interactive Virtual Characters
Zupko, J. Seif El-Nasr, M. System for Automated Interactive Lighting (SAIL). Proceedings of the International Conference on the Foundations of Digital Games ‘09.