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Lookup NU author(s): Dr John Shearer,
Dr Philip HeslopORCiD,
Professor Patrick OlivierORCiD
Full text for this publication is not currently held within this repository. Alternative links are provided below where available.
Realism for synthetic characters, both in computer games and conversational agentmediated applications, requires both visual and behavioural fidelity. One significantarea of synthetic character behaviour, that has to date received little attention, is nonverbalbehaviour. In identifying the scope and participants of non-verbal behaviourin computer games we first review the range of spatial and task scenarios that arerelevant. We then select the principal categories of non-verbal behaviour: proxemics,gaze, gesture, self-adaptors and passive communication – summarising their role incommunication and propose their incorporation in the design of non-player characters.In conclusion we review the question of how to capture the non-verbal behaviourof players or provide them with interaction techniques that might facilitate non-verbalcommunication with players and non-player characters alike.
Author(s): Shearer J, Heslop P, Olivier P, De-Boni M
Publication type: Article
Publication status: Published
Journal: AISB Journal
Print publication date: 01/04/2010
ISSN (print): 1476-3036
Publisher: The Society for the Study of Artificial Intelligence and Simulation of Behaviour