Building virtual actors who can really act

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

When we think of "acting" in computer games, we tend to use a lower standard than the way we think of acting in live action films or theatre. Why is acting in computer games so bad? This is an important question because we will only be able to develop compute games into a more psychologically mature narrative medium when we can imbue them with actors that audiences can believe in. In this paper we present an approach to virtual actors in games that we believe will make it easier for audiences to willingly suspend their disbelief.

Original languageEnglish (US)
Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
EditorsOlivier Balet, Gérard Subsol, Patrice Torguet
PublisherSpringer Verlag
Pages127-134
Number of pages8
ISBN (Electronic)3540205357, 9783540205357
DOIs
StatePublished - 2003

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume2897
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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