Better acting in computer games: The use of procedural methods

Research output: Contribution to journalArticlepeer-review

Abstract

"Acting" in computer games is not the same as acting in film or theatre - it does not engage us on as deep a level. This difference currently limits the expressivity of games as a medium. We discuss how procedural techniques may change this. In this paper, I briefly review my investigations into procedural methods in computer graphics texture modeling and rendering. Then I show how this approach can be applied to the problem of creating more believable virtual acting for interactive computer-based media, and review some of my experiments in this area. Finally, I outline where I believe this field needs to go in order to be successful, going forward, for enabling better interactive storytelling.

Original languageEnglish (US)
Pages (from-to)3-11
Number of pages9
JournalComputers and Graphics (Pergamon)
Volume26
Issue number1
DOIs
StatePublished - Feb 2002

ASJC Scopus subject areas

  • Software
  • Signal Processing
  • General Engineering
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Graphics and Computer-Aided Design

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