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AIIDE
2008
14 years 3 days ago
Hierarchical Petri Nets for Story Plots Featuring Virtual Humans
Petri Nets can be used for a retrospective analysis of a computer game story, for representing plots in serious games as well as for monitoring the course of the story, as recentl...
Daniel Balas, Cyril Brom, Adam Abonyi, Jakub Gemro...
FPLAY
2008
13 years 11 months ago
Lessons from Brain Age on password memorability
User authentication involves establishing a user's right to access a system. Most user authentication is done with text passwords, which have advantages over other approaches...
Alain Forget, Sonia Chiasson, Robert Biddle
COCOON
2009
Springer
14 years 4 months ago
An Attacker-Defender Game for Honeynets
A honeynet is a portion of routed but otherwise unused address space that is instrumented for network traffic monitoring. It is an invaluable tool for understanding unwanted Intern...
Jin-yi Cai, Vinod Yegneswaran, Chris Alfeld, Paul ...
AAAI
2006
13 years 11 months ago
Using Anticipation to Create Believable Behaviour
Although anticipation is an important part of creating believable behaviour, it has had but a secondary role in the field of life-like characters. In this paper, we show how a sim...
Carlos Martinho, Ana Paiva
CGF
2010
129views more  CGF 2010»
13 years 7 months ago
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ...
Herwin van Welbergen, Ben J. H. van Basten, Arjan ...