Title
"Tangible Influence": Towards a New Interaction Paradigm for Computer Games
Abstract
As AI techniques become more widespread in computer games, and the area of synthetic characters matures, avatars in such computer games also tend to gain autonomy and become more clever. However, this autonomy may bring also some change in the interaction between users and game characters. Players may become less in charge of their characters and lose the power of complete motion or behavior control. On the other hand, characters may become more clever exhibiting much more interesting autonomous actions and behaviors. This paper presents, defines and discusses the concept of "influence", as an alternative to "direct" control of game characters, describing how influence can be achieved in computer games. To illustrate the notion of "influence" we will present a game called FantasyA where players interact with it by influencing the emotions of they semi-autonomous avatars using a tangible interface called SenToy. We show how "influence" was built into this game, the role of SenToy as an influencing device, and the reactions of the users to this type of control.
Year
DOI
Venue
2004
10.1007/978-3-540-28643-1_10
Lecture Notes in Computer Science
Field
DocType
Volume
Behavior control,Game mechanics,Computer science,Entertainment,Autonomy,Human–computer interaction,Sign language,Computer animation,User interface,Multimedia,Distributed computing
Conference
3166
ISSN
Citations 
PageRank 
0302-9743
0
0.34
References 
Authors
2
3
Name
Order
Citations
PageRank
Marco Vala132827.57
Ana Paiva22618287.01
Rui Prada356184.02