Refine
H-BRS Bibliography
- yes (3)
Departments, institutes and facilities
- Institute of Visual Computing (IVC) (3) (remove)
Document Type
- Conference Object (2)
- Report (1)
Language
- English (3)
Keywords
- Adaptive Behavior (1)
- Agents (1)
- Emotion (1)
- Five Factor Model (1)
- Personality (1)
- Virtual Reality (1)
- Virtuelle Realität (1)
- adaptive agents (1)
- serious games (1)
Realism and plausibility of computer controlled entities in entertainment software have been enhanced by adding both static personalities and dynamic emotions. Here a generic model is introduced that allows findings from real-life personality studies to be transferred to a computational model. Adaptive behavior patterns are enabled by introducing dynamic event-based emotions. The advantages of this model have been validated using a four-way crossroad in a traffic simulation. Driving agents using the introduced model enhanced by dynamics were compared to agents based on static personality profiles and simple rule-based behavior. The results show that adding a dynamic factor to agents improves perceivable plausibility and realism.
Realism and plausibility of computer controlled entities in entertainment software have been enhanced by adding both static personalities and dynamic emotions. Here a generic model is introduced which allows the transfer of findings from real-life personality studies to a computational model. This information is used for decision making. The introduction of dynamic event-based emotions enables adaptive behavior patterns. The advantages of this new model have been validated with a four-way crossroad in a traffic simulation. Driving agents using the introduced model enhanced by dynamics were compared to agents based on static personality profiles and simple rule-based behavior. It has been shown that adding an adaptive dynamic factor to agents improves perceivable plausibility and realism. It also supports coping with extreme situations in a fair and understandable way.