Tears and fears: modeling emotions and emotional behaviors in synthetic agents
Proceedings of the fifth international conference on Autonomous agents
Proceedings of the 8th international conference on Intelligent user interfaces
Machine Learning
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Augmenting Online Conversation through Automated Discourse Tagging
HICSS '05 Proceedings of the Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS'05) - Track 4 - Volume 04
Variations in gesturing and speech by GESTYLE
International Journal of Human-Computer Studies - Special issue: Subtle expressivity for characters and robots
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Personal and Ubiquitous Computing
Two-Character Motion Analysis and Synthesis
IEEE Transactions on Visualization and Computer Graphics
Does Body Movement Engage You More in Digital Game Play? and Why?
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
EnsembleMatrix: interactive visualization to support machine learning with multiple classifiers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Factored conditional restricted Boltzmann Machines for modeling motion style
ICML '09 Proceedings of the 26th Annual International Conference on Machine Learning
Interactive editing of motion style using drives and correlations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Examining difficulties software developers encounter in the adoption of statistical machine learning
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 3
Interactive optimization for steering machine classification
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM SIGGRAPH 2010 papers
MPML3D: Scripting Agents for the 3D Internet
IEEE Transactions on Visualization and Computer Graphics
Human model evaluation in interactive supervised learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Real-time human interaction with supervised learning algorithms for music composition and performance
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This paper presents a game in which players can customize the behavior of their characters using their own movements while playing the game. Players' movements are recorded with a motion capture system. The player then labels the movements and uses them as input to a machine learning algorithm that generates a responsive behavior model. This interface supports a more embodied approach to character design that we call ''Customizing by Doing''. We present a user study which shows that using their own movements made the users feel more engaged with the game and the design process, due in large part to a feeling of personal ownership of the movement.