Abstract
Realism for synthetic characters, both in computer games and conversational agent mediated applications, requires both visual and behavioural fidelity. One significant area of synthetic character behaviour, that has to date received little attention, is non-verbal behaviour. In identifying the scope and participants of non-verbal behaviour in computer games we first review the range of spatial and task scenarios that are relevant. We then select the principal categories of non-verbal behaviour: proxemics, gaze, gesture, self-adaptors and passive communication – summarising their role in communication and propose their incorporation in the design of non-player characters. In conclusion we review the question of how to capture the non-verbal behaviour of players or provide them with interaction techniques that might facilitate non-verbal communication with players and non-player characters alike.
Original language | English |
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Pages (from-to) | 3-20 |
Journal | AISB Journal |
Volume | 2 |
Issue number | 1 |
Publication status | Published - 1 Apr 2010 |