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SI3D
2003
ACM
14 years 1 months ago
Direct manipulation of interactive character skins
Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex...
Alex Mohr, Luke Tokheim, Michael Gleicher
IE
2007
13 years 9 months ago
Beings in the game-world: characters, avatars, and players
Immersive and engaging are words often used interchangeably to describe the player’s experience of gameplay without clear distinction between what these terms refer to, and with...
Peter Bayliss
AIIDE
2008
13 years 10 months ago
Simulation-Based Story Generation with a Theory of Mind
Emergent narrative refers to simulation-based systems in which stories emerge from the autonomous interactions among character agents and/or the human player. Despite its advantag...
Paul Hsueh-Min Chang, Von-Wun Soo
IVA
2005
Springer
14 years 1 months ago
A Platform Independent Architecture for Virtual Characters and Avatars
this is via the ”Motion Abstraction”. This is a single abstraction that represents any type of animation of a character. Different implementations of the ion can provide very ...
M. Gillies, Vinoba Vinayagamoorthy, D. Robeterson,...
ICSE
2005
IEEE-ACM
14 years 8 months ago
Deciding what to design: closing a gap in software engineering education
Software has jumped "out of the box" ? it controls critical systems, pervades business and commerce, and infuses entertainment, communication, and other everyday activiti...
Mary Shaw, James D. Herbsleb, Ipek Ozkaya