Modeling quick autonomous response for virtual characters in safety education games

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Tingting Liu , Zhen Liu , Yuanyi Wang , Yanjie Chai
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引用次数: 0

Abstract

Serious games have a wide range of applications. Modeling virtual character behaviors and emotions is a challenging task in developing serious games. To generate real-time responses, behavioral and emotional models must be simple and effective. Existing studies have paid little attention to the semantic understanding of virtual characters to external stimuli and have not effectively linked perceived semantics and motivation. This paper proposes a cognitive structure for the virtual character. The structure contains multiple modules: perception, personality, motivation, behavior, and emotion. Based on psychological theory, a semantic table that connects external stimuli, motivations, behaviors, and emotions is designed for each virtual character. Perceptivity is introduced to measure the degree of perception. According to Maslow’s motivation theory, a quantitative description of motivation is given and a discriminating method is proposed to generate behaviors and emotions. A prototype of a serious game is developed to verify the validity of the proposed method. The experimental results show that the proposed method can simulate the behavior and emotion of virtual characters in real time and will enhance the immersion of serious games.

为安全教育游戏中的虚拟角色建立快速自主响应模型
严肃游戏应用广泛。虚拟角色行为和情感建模是开发严肃游戏的一项具有挑战性的任务。为了产生实时反应,行为和情感模型必须简单有效。现有研究很少关注虚拟角色对外部刺激的语义理解,也没有将感知语义与动机有效联系起来。本文提出了虚拟角色的认知结构。该结构包含多个模块:感知、个性、动机、行为和情感。以心理学理论为基础,为每个虚拟角色设计了一个连接外部刺激、动机、行为和情感的语义表。感知力是用来衡量感知程度的。根据马斯洛的动机理论,对动机进行了量化描述,并提出了产生行为和情感的判别方法。为验证所提方法的有效性,开发了一个严肃游戏原型。实验结果表明,所提出的方法可以实时模拟虚拟人物的行为和情感,并能增强严肃游戏的沉浸感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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