By Frank Nack, Andrew S. Gordon
This publication constitutes the refereed lawsuits of the ninth foreign convention on Interactive electronic Storytelling, ICIDS 2016, held in la, CA, united states, in November 2016.
The 26 revised complete papers and eight brief papers provided including nine posters, four workshop, and three demonstration papers have been rigorously reviewed and chosen from 88 submissions. The papers are geared up in topical sections on analyses and overview structures; courageous new rules; clever narrative applied sciences; theoretical foundations; and utilization eventualities and applications.
Read Online or Download Interactive Storytelling: 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, Los Angeles, CA, USA, November 15–18, 2016, Proceedings PDF
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Additional resources for Interactive Storytelling: 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, Los Angeles, CA, USA, November 15–18, 2016, Proceedings
While these works have shown the feasibility and eﬀectiveness of the use of physiological signals in gaming, no work has been targeted at improve the interactions and conversations with Non-Player Characters (NPCs) with these same techniques. Our research is addressing this by testing the eﬀect of using physiological data in NPC dialogue behavior on the sense of rapport with the characters. In order to address this question, a small game was designed and developed that allowed for experimental assessment of the impact of physiological data.
Neither of the two groups were informed before playing the game that their data would have any eﬀect on the game. ” On the other end, responses from the control group showed that 7 out of 8 participants were unaware that there was any eﬀect on the game. Fig. 6. Aﬀect estimates for a player that decided to kill an NPC. This shows that the users were able to recognize that the NPCs had access their estimated emotional state. One participant was noticeably happy while deciding to kill the thief in the game.
Res. Person. 41(5), 1008–1031 (2007) 40. : When remembering is not enough: reﬂecting on self-deﬁning memories in late adolescence. J. Person. 72(3), 513–542 (2004) 41. : Fully generated scripted dialogue for embodied agents. Artif. Intell. 172(10), 1219– 1244 (2008) 42. : Reproduction and demonstration in quotations. J. Memory Lang. 32(6), 805–819 (1993) 43. : Contextual modulation of reading rate for direct versus indirect speech quotations. edu Abstract. Non-player characters (NPCs) in video games have very little information about the player’s current state.