• DocumentCode
    1734410
  • Title

    Avatars in Analytical Gaming

  • Author

    Cowell, Andrew J. ; Cowell, Amanda K.

  • Author_Institution
    Knowledge Syst. Group, Pacific Northwest Nat. Lab., Richland, WA, USA
  • Volume
    4
  • fYear
    2009
  • Firstpage
    1174
  • Lastpage
    1179
  • Abstract
    This paper discusses the design and use of anthropomorphic computer characters as nonplayer characters (NPC´s) within analytical games. These new environments allow avatars to play a central role in supporting training and education goals instead of playing the supporting cast role. This new `science´ of gaming, driven by high-powered but inexpensive computers, dedicated graphics processors and realistic game engines, enables game developers to create learning and training opportunities on par with expensive real-world training scenarios. However, there needs to be care and attention placed on how avatars are represented and thus perceived. A taxonomy of non-verbal behavior is presented and its application to analytical gaming discussed.
  • Keywords
    avatars; computer games; game theory; analytical gaming; anthropomorphic computer characters; avatars; dedicated graphics processors; education goal; game developers; gaming science; learning opportunity; nonplayer characters; nonverbal behavior; realistic game engines; supporting cast role; training goal; Anthropomorphism; Avatars; Computer science education; Design engineering; Humans; Intelligent agent; Knowledge based systems; Knowledge engineering; Laboratories; Virtual environment; Analytical Gaming; Anthropomorphic Computer Characters; Avatars; Non-Verbal Behavior.; Serious Games;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Science and Engineering, 2009. CSE '09. International Conference on
  • Conference_Location
    Vancouver, BC
  • Print_ISBN
    978-1-4244-5334-4
  • Electronic_ISBN
    978-0-7695-3823-5
  • Type

    conf

  • DOI
    10.1109/CSE.2009.448
  • Filename
    5283033