Please use this identifier to cite or link to this item:
Using Wearable Devices to Interact with Virtual Agents in 3D Interactive Storytelling
|Issue Date:||2019-10-03 17:17:57 (UTC+8)|
In recent year, more and more industries and companies are devoted to the de-velopment of Virtual Reality in applications such as work training and entertainment. However, most of them use traditional user interfaces such as buttons or predefined action sequences to interact with virtual agents. When a player has chosen her move-ment, the responses from NPC’s are usually fixed animations, voice, or text outputs.
We think this kind of interaction could not allow players to immerse into a virtual world easily. Instead, we suggest using wearable devices to capture the player’s ges-ture and use her natural movements as inputs. In addition, we attempt to make the animation module of virtual character parameterizable in order to deliver appropriate, flexible, and diversified responses. We hope that the player can experience different story plots and perceive responsive animation feedbacks when they interact with the virtual world.
We have implemented an interactive storytelling system which captures and in-terprets user’s body actions through wearable devices. The system can decide how to perform player character’s animation accordingly. The storyline will be adjusted if any NPC interactions are activated, thus leading to different story experiences. We have conducted a user study to evaluate our system by using traditional controller and wearable device for comparison. The participants evaluated the system by filling ques-tionnaires and were interviewed after the experiment. The experimental results reveal that the interaction methods we have designed are intuitive and easy to use for the users, compared to the controller. In addition, the users are willing to try to play with the system multiple times, which confirm the replay value of our interactive storytell-ing system.
|Reference:|| F. Kistler, D. Sollfrank, N. Bee, E. André, "Full Body Gestures enhancing a Game Book for Interactive Story Telling," in International Conference on Interactive Digital Storytelling, 2011, pp.207-218.|
 C. Mousas, C.-N. Anagnostopoulos, "Performance-Driven Hybrid Full-Body Character Control for Navigation and Interaction in Virtual Environments," 3D Research, 8(2), Article No. 124, 2017.
 H. Rhodin, J. Tompkin, K. I. Kim, E. de Aguiar, H. Pfister, H.-P. Seidel, C. Theobalt, "Generalizing Wave Gestures from Sparse Examples for Real-time Character Control," in Proceedings of ACM SIGGRAPH Asia 2015, 34(6), Article No. 181, 2015.
 D. Thalmann, "Motion Modeling: Can We Get Rid of Motion Capture?," in In-ternational Workshop on Motion in Games, 2008, pp.121-131.
 S. Tonneau, R. A. Al-Ashqar, J. Pettré,. T. Komura, N. Mansard, "Character contact re-positioning under large environment deformation," in Proceedings of the 37th Annual Conference of the European Association for Computer Graphics, 2016, pp127-138.
 A. Shoulson, N. Marshak, M. Kapadia, N. I. Badler, "Adapt: the agent developmentand prototyping testbed," IEEE Transactions on Visualization and Computer Graphics 20.7 , 2014, pp.1035-1047.
 M. Kapadia, X. Xu, M. Nitti, M. Kallmann, S. Coros, RW. Sumner, MH. Gross, "PRECISION: Precomputing Environment Semantics for Contact-Rich Character Animation," in Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016, pp.29-37.
 C. Mousas, "Towards Developing an Easy-To-Use Scripting Environment for Animating Virtual Characters," arXiv preprint arXiv:1702.03246, 2017.
 楊奇珍, "以體感方式參與敘事的3D互動敘事系統," 國立政治大學資訊科學系碩士論文, 2015.
 M. Kipp, A. Heloir, M. Schroder, P. Gebhard, "Realizing Multimodal Behavior," in International Conference on Intelligent Virtual Agents, 2010, pp.57-63.
 J. Funge, X. Tu, D. Terzopoulos, "Cognitive modeling: knowledge, reasoning and planning for intelligent characters," in Computer graphics and interactive tech-niques, 1999, pp.29-38.
 梁芳綺, "互動敘事中智慧型共同創作平台設計," 國立政治大學資訊科學系碩士論文, 2015.
 蘇雅雯, "互動敘事中具沉浸感之互動動畫產生研究," 國立政治大學資訊科學系碩士論文, 2017.
 E. Brown, P. Cairns, " A grounded investigation of game immersion," in Extended Abstracts on Human Factors in Computing Systems, 2004, pp.1297-1300.
 C. Jennett, A. L. Cox , P. Cairns, S. Dhoparee, A. Epps, T. Tijs, and A. Walton, "Measuring and defining the experience of immersion in games," International Journal of Human-Computer Studies, 66(9):641-661, 2008.
|Appears in Collections:||[資訊科學系] 學位論文|
Files in This Item:
All items in 學術集成 are protected by copyright, with all rights reserved.