|Team||Situated Interaction, Collaboration, Adaptation and Learning|
|Institution||Claude Bernard University of Lyon 1 (Faculté des Sciences et Technologies)|
|Location||Blaise Pascal (INSA)|
|joseph.garnier at liris.cnrs.fr|
|Subject||Consideration of the social interactions in the emotional perception and expression of characters in video games.|
|Abstract||With the advance of the techniques of images synthesis, the graphic representation of the
characters in video games becomes more and more realistic. However, few works are led about the representation of the emotion in the modelling of the characters in spite of its importance in the social interactions. Indeed, the consideration of the emotions in the interaction character-player and/or character-character allows to increase the credibility and the realism of the interaction, what favors the dumping and thus the commitment of the player.
This thesis fit into the BeInG (Be In Game) project in partnership with the company
Artefacts-Studio. This project, currently under development, aims to provide techniques and tools to game designers which allow them to stage characters having there own personality and able to express emotion adapted to the situation. The approach at which aims the project should focus on the factors of personality and humor which favor the release of the emotion as well as the influence of these factors on the behavior and the evolution of social relationships between characters.
In this context, the objective of the thesis is to propose an approach allowing to integrate the social interactions into the emotional perception and expression. It is a question, for example, for integrating ideologies, faiths or prejudices in the perception and the expression of the emotins. A character can react so differently to other characters according to their history of relation but also according to the membership to such or such social group identified by the character.
From a scientific point of view, it is a question of developing an approach with track modelled for the emotional perception(collection) and the expression in the interaction between agents. So, the PhD student will have to, on the basis of the works of the SILEX team on the trace-based experience, propose models of tracks of the activity and the transformations of these tracks allowing every character to identify the emotional state of his(her) interlocutor and to adapt, depending, its behavior.
The application of this work will concern a role play, developed by the company Artefacts, and will have to handle the follow-up of the evolution of a relation between 2 characters, between a character and a group, and between a group and an other group, what also requires to take into account a collaborative dimension.
Last update : 2016-02-04 13:08:25