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
Link To Document