A translation approach to portable ontology specifications
Knowledge Acquisition - Special issue: Current issues in knowledge modeling
WordNet: a lexical database for English
Communications of the ACM
IEEE Internet Computing
The role of semantics in games and simulations
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Procedural filters for customization of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
From their environment to their behavior: a procedural approach to model groups of virtual agents
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Designing Semantic Game Worlds
Proceedings of the The third workshop on Procedural Content Generation in Games
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To increase a player's immersion in the game world, its objects should behave as one would reasonably expect. For this, it is now becoming increasingly clear that what game objects really miss is richer semantics, not eye-catching visuals. Current games' lack of semantics is mostly due to the difficulty of game designers to realize such complex objects. This paper proposes a solution to this problem in the form of services, characterizing classes of game objects. An example of this is the service of a vending machine, which exchanges a coin for a soda. A three-phased methodology is presented to incrementally specify and add services to game objects. This approach has been implemented and validated by means of a prototype system, which enables a simple and intuitive definition of services in an integrated environment. It is concluded that game objects aware of their services facilitate more and better object interaction, therefore improving gameplay as well.