National Repository of Grey Literature 2 records found  Search took 0.00 seconds. 
Three virtual characters in a quarrel: an interactive model
Babor, Petr ; Brom, Cyril (advisor) ; Beneš, Jan (referee)
In computer games, with the ambition to tell a story are often cut-scenes, passages of games, where the player does not play, but only follows a part of the narrated story. This fact distract player from playing. These passages should be integrated as much as possible in the game itself. The goal of our work is to design, implement and test a model for creating cut-scenes with dynamic development and limited user interaction possibilities. We restricted the model to a situation where three characters arguing and we implemented it for the Pogamut platform. We use animations and emoticons as means of expression, characters do not speak by natural language. Movement is ensured by the steering rules from the project Steering Library. Dramaturgy and synchronization of scenes is controlled by a stochastic finite state machine. We made an experiment where the test subjects watched the generated cut-scenes and compared them with hand-made to evaluate the work. The results confirmed the assumption that the quality of generated scenes do not reach handwritten ones. However the test subjects still perceived them positively, because of the ability to influence their development. Implemented parts of the model can be used to create games and educational programs with social theme. Theoretical design of the model can be...
Three virtual characters in a quarrel: an interactive model
Babor, Petr ; Brom, Cyril (advisor) ; Beneš, Jan (referee)
In computer games, with the ambition to tell a story are often cut-scenes, passages of games, where the player does not play, but only follows a part of the narrated story. This fact distract player from playing. These passages should be integrated as much as possible in the game itself. The goal of our work is to design, implement and test a model for creating cut-scenes with dynamic development and limited user interaction possibilities. We restricted the model to a situation where three characters arguing and we implemented it for the Pogamut platform. We use animations and emoticons as means of expression, characters do not speak by natural language. Movement is ensured by the steering rules from the project Steering Library. Dramaturgy and synchronization of scenes is controlled by a stochastic finite state machine. We made an experiment where the test subjects watched the generated cut-scenes and compared them with hand-made to evaluate the work. The results confirmed the assumption that the quality of generated scenes do not reach handwritten ones. However the test subjects still perceived them positively, because of the ability to influence their development. Implemented parts of the model can be used to create games and educational programs with social theme. Theoretical design of the model can be...

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