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“Tangible Influence”: Towards a New Interaction Paradigm for Computer Games

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Entertainment Computing – ICEC 2004 (ICEC 2004)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3166))

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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.

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© 2004 IFIP International Federation for Information Processing

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Vala, M., Paiva, A., Prada, R. (2004). “Tangible Influence”: Towards a New Interaction Paradigm for Computer Games. In: Rauterberg, M. (eds) Entertainment Computing – ICEC 2004. ICEC 2004. Lecture Notes in Computer Science, vol 3166. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28643-1_10

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  • DOI: https://doi.org/10.1007/978-3-540-28643-1_10

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22947-6

  • Online ISBN: 978-3-540-28643-1

  • eBook Packages: Springer Book Archive

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