Character Design for Soccer Commentary
RoboCup-98: Robot Soccer World Cup II
Rocco: A RoboCup Soccer Commentator System
RoboCup-98: Robot Soccer World Cup II
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 9th international conference on Intelligent user interfaces
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Making educational computer games "educational"
Proceedings of the 2005 conference on Interaction design and children
Adaptive digital game-based learning framework
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Evaluating Adaptive Feedback in an Educational Computer Game
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
Adaptive Feedback in an Educational Game for Number Factorization
Proceedings of the 2009 conference on Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling
Player-defined configurable soft dialogues: an extensible input system for tabletop games
ACM International Conference on Interactive Tabletops and Surfaces
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
An emotional architecture for virtual characters
ICVS'05 Proceedings of the Third international conference on Virtual Storytelling: using virtual reality technologies for storytelling
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More and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the same direction towards game presenter characters. Game commentary should take into account players' personalities along with game progress in order to achieve social player-adapted comment delivery that boosts the overall gameplay, engages the players, and stimulates the audience. In our work, we discuss a framework for implementing artificial game presenter characters that are based on game actions and players' social profiles in order to deliver knowledgeable, socially oriented comments. Moreover, the presented framework supports emotional facial expressions for the presenters, allowing them to convey their emotions and thus be more expressive than the majority of the commentary systems today. We prove our concept by developing a presenter character for multiplayer tabletop board games which we further put under usability evaluation with 9 players. The results showed that game sessions with presenter characters are preferred over the plain version of the game and that the majority of the players enjoy personalized social-oriented comments expressed via multimedia and emotions.