We present a study that explores the use of a commercially available eye tracker as a control device for video games. We examine its use across multiple g...
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hun...
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer,...
We propose the use of interactive, user-in-the-loop techniques for controlling physically-based animated characters. With a suitably designed interface, the continuous and discret...
The research aim of this paper is to represent everydaylife patterns of thought like "Because I know, what you think I think ..." by a process on a machine, which is inv...
Instead of confining the player to a single role, the active participator model positions the player in a more flexible position towards the fictional gameworld: involved and imme...