Customizing by doing for responsive video game characters
| dc.contributor.author | Kleinsmith, Andrea | |
| dc.contributor.author | Gillies, Marco | |
| dc.date.accessioned | 2023-10-05T20:31:52Z | |
| dc.date.available | 2023-10-05T20:31:52Z | |
| dc.date.issued | 2013-04-19 | |
| dc.description.abstract | 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. | en_US |
| dc.description.sponsorship | 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. | en_US |
| dc.description.uri | https://www.sciencedirect.com/science/article/pii/S1071581913000402 | en_US |
| dc.format.extent | 13 pages | en_US |
| dc.genre | journal articles | en_US |
| dc.genre | preprints | en_US |
| dc.identifier | doi:10.13016/m2g3uy-r5ts | |
| dc.identifier.citation | Kleinsmith, Andrea, and Marco Gillies. “Customizing by Doing for Responsive Video Game Characters.” International Journal of Human-Computer Studies 71, no. 7 (July 1, 2013): 775–84. https://doi.org/10.1016/j.ijhcs.2013.03.005. | en_US |
| dc.identifier.uri | https://doi.org/10.1016/j.ijhcs.2013.03.005 | |
| dc.identifier.uri | http://hdl.handle.net/11603/29979 | |
| dc.language.iso | en_US | en_US |
| dc.publisher | Elsevier | en_US |
| dc.relation.isAvailableAt | The University of Maryland, Baltimore County (UMBC) | |
| dc.relation.ispartof | UMBC Information Systems Department Collection | |
| dc.rights | This item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author. | en_US |
| dc.title | Customizing by doing for responsive video game characters | en_US |
| dc.type | Text | en_US |
| dcterms.creator | https://orcid.org/0000-0003-1007-2553 | en_US |
