Conversations between the PC (player character) and NPCs (non-player characters) in conventional games are usually sequence-based. The NPC talks to a certain point before pending the player's input, sometimes consisting of several prepared actions displayed on the screen in order to advance the conversation. While this method does provide the ability to converse within video games, our study shows it lacks the immersiveness that asynchronously based dialogue provides in some scenarios. Interruptions occur in real-life conversations and may add to a more convincing interaction. In this paper, we present a novel dialogue system that incorporates interruptions alongside emotion, making it possible for different participants involved in the con...
Dialogue in commercial games is largely created by teams of writers and designers who hand-author ev...
Dialogue in commercial games is largely created by teams of writers and designers who hand-author ev...
A major limitation of today's computer games is the shallowness of interactions with non-player...
We describe a technique to manage pre-written lines of dialog by treating a conversation as a game. ...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
In computer games, interaction with NPCs have not changed much over time. In Virtual Reality the old...
The work presented in this paper is an endeavor to create a prototype of a computer game with spo...
We report on a novel technique to manage pre-written lines of character dialog by treating a convers...
Much of the human-machine dialogue research in the literature tacitly assumes a “synchronous ” dialo...
In this paper, we discuss approaches to dialogue in interactive video games and interactive narrativ...
A first-person perspective role-playing game by its very nature attempts to create a sense of presen...
Dialogue systems are integral mechanics in roleplaying video games, as forms of worldbuilding that a...
A major limitation of today's computer games is the shallowness of interactions with non-player char...
Dialogue in commercial games is largely created by teams of writers and designers who hand-author ev...
Dialogue in commercial games is largely created by teams of writers and designers who hand-author ev...
A major limitation of today's computer games is the shallowness of interactions with non-player...
We describe a technique to manage pre-written lines of dialog by treating a conversation as a game. ...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
This paper explores the impact that spontaneous independent NPC dialogues have upon the player exper...
In computer games, interaction with NPCs have not changed much over time. In Virtual Reality the old...
The work presented in this paper is an endeavor to create a prototype of a computer game with spo...
We report on a novel technique to manage pre-written lines of character dialog by treating a convers...
Much of the human-machine dialogue research in the literature tacitly assumes a “synchronous ” dialo...
In this paper, we discuss approaches to dialogue in interactive video games and interactive narrativ...
A first-person perspective role-playing game by its very nature attempts to create a sense of presen...
Dialogue systems are integral mechanics in roleplaying video games, as forms of worldbuilding that a...
A major limitation of today's computer games is the shallowness of interactions with non-player char...
Dialogue in commercial games is largely created by teams of writers and designers who hand-author ev...
Dialogue in commercial games is largely created by teams of writers and designers who hand-author ev...
A major limitation of today's computer games is the shallowness of interactions with non-player...