Neural computing: theory and practice
Neural computing: theory and practice
Using the analytic hierarchy process for information system project selection
Information and Management
Introduction to the theory of neural computation
Introduction to the theory of neural computation
Learning internal representations by error propagation
Parallel distributed processing: explorations in the microstructure of cognition, vol. 1
Selection of a good expert system shell for instructional purposes in business
Information and Management
Face Recognition: Features Versus Templates
IEEE Transactions on Pattern Analysis and Machine Intelligence
Multi-level Control for Animated Autonomous Agents: Do the Right Thing...Oh, Not That..
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 3
Active and Dynamic Information Fusion for Facial Expression Understanding from Image Sequences
IEEE Transactions on Pattern Analysis and Machine Intelligence
Psychophysical evaluation of animated facial expressions
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Providing computer game characters with conversational abilities
Lecture Notes in Computer Science
Dialog simulation for background characters
Lecture Notes in Computer Science
A fuzzy CBR technique for generating product ideas
Expert Systems with Applications: An International Journal
Process optimization of gold stud bump manufacturing using artificial neural networks
Expert Systems with Applications: An International Journal
Selection of new production facilities with the Group Analytic Hierarchy Process Ordering method
Expert Systems with Applications: An International Journal
Calibrated fuzzy AHP for current bank account selection
Expert Systems with Applications: An International Journal
Hi-index | 12.05 |
Roles in video games often serve as avatars of players. Different game players may have their particular preferences on a role's facial appearance. It would be desirable to allow players to customize the design of roles. This paper presents two methods for recommending a roles' facial appearance for a particular game player and illustrates the two methods by using heroic roles as an example. The two recommendation methods are designated as the text-input and the picture-input approaches. The text-input approach requests the game player to carry out pairwise comparisons for determining the relative weights of 16 personality traits of heroes. The recommendation mechanism for the text-input approach is based on the fuzzy AHP (analytic hierarchy process). Whereas the picture-input approach requests the game player to view a sample set of pictures and rate his/her preferences on each picture. The recommendation mechanism for the picture-input approach is based on the BP (back-propagation) neural network. Experiments indicated that the text-input approach is more effective in terms of recommending an appropriate facial appearance, yet at the expense of needing more user time.