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hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorGESLIN, Erik
hal.structure.identifierCentre de Recherche des Ecoles de St-Cyr Coëtquidan [CREC]
dc.contributor.authorBARTHEYE, Olivier Olivier
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorSCHMIDT, Colin
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorTCHA-TOKEY, Katy
hal.structure.identifierCentre de recherche des écoles de Saint-Cyr Coëtquidan [Guer] [CREC]
dc.contributor.authorKULSUWAN, Teerawat
hal.structure.identifierCentre de recherche des écoles de Saint-Cyr Coëtquidan [Guer] [CREC]
dc.contributor.authorKEZIZ, Salah
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorBELOUIN, Tanguy
dc.date.accessioned2021-05-14T09:37:08Z
dc.date.available2021-05-14T09:37:08Z
dc.date.issued2020-01-06
dc.identifier.issn1927-064X
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/76340
dc.description.abstractEnVideo games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and compassion. In games framework with narrative context, designers frequently use cinema movies methods, like cinematic non-interactive Cutscenes. These methods temporarily exclude the player from interactivity to leave his first viewpoint view and move the camera focusing on the narrative stimuli. Cutscenes were used abundantly and are now rejected, the new development wave is often trying to develop in a “zero cinematic” way. For the same reason, cinematics are also not usable in new Virtual Reality. If VR games and simulations provides a high level of presence, VR environments needs certain rules related in particular to thecontinuation of free will and the avoidance of possible Break in Presence. We propose in this paper a concept of Emotionally Intelligent Virtual Avatars, which when they perceive an important narrative stimulus, share their emotions through, gestures, facial nonverbal expressions, and declarative sentences to stimulate the player's attention. This will lead players to focus on the narrative stimuli. Our research studies the impact of the use of Bernardo Agents Emotional Avatars involving n = 51 users. The statistical analysis of the results shows a significant difference in the narrative perception of the stimuli and in Presence, correlated to the use of Agents Bernardo. Overall, our emotional Agent Bernardo is a unique concept for increasing the perception of narrative stimuli in virtual environments using HMD, and may be useful in all virtual environments using an emotional narrative process.
dc.language.isoen
dc.subject.encognitive architecture
dc.subject.enemotion and cognition
dc.subject.enemotional NPCs
dc.subject.encomputational modeling
dc.subject.envideo game
dc.subject.envirtual reality
dc.subject.ennarration
dc.subject.enstimuli perception
dc.subject.encognitive architecture
dc.title.enBernardo Autonomous Emotional Agents Increase Perception of VR Stimuli
dc.typeArticle de revue
dc.subject.halSciences de l'Homme et Société/Sciences de l'information et de la communication
bordeaux.journalNetwork and Communication Technologies;
bordeaux.page11-25
bordeaux.volumevolume 5
bordeaux.hal.laboratoriesInstitut de Mécanique et d’Ingénierie de Bordeaux (I2M) - UMR 5295*
bordeaux.issue1
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionBordeaux INP
bordeaux.institutionCNRS
bordeaux.institutionINRAE
bordeaux.institutionArts et Métiers
bordeaux.peerReviewedoui
hal.identifierhal-02433543
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-02433543v1
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.jtitle=Network%20and%20Communication%20Technologies;&rft.date=2020-01-06&rft.volume=volume%205&rft.issue=1&rft.spage=11-25&rft.epage=11-25&rft.eissn=1927-064X&rft.issn=1927-064X&rft.au=GESLIN,%20Erik&BARTHEYE,%20Olivier%20Olivier&SCHMIDT,%20Colin&TCHA-TOKEY,%20Katy&KULSUWAN,%20Teerawat&rft.genre=article


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