Hendrawan Armanto , Harits Ar Rosyid , Muladi , Gunawan
{"title":"Improved Non-Player Character (NPC) behavior using evolutionary algorithm—A systematic review","authors":"Hendrawan Armanto , Harits Ar Rosyid , Muladi , Gunawan","doi":"10.1016/j.entcom.2024.100875","DOIUrl":"10.1016/j.entcom.2024.100875","url":null,"abstract":"<div><p>Games, once solely intended for entertainment, have emerged as a significant research focus in recent years, with the primary goal of enhancing the gaming experience. Research in the gaming domain has expanded to encompass a wide range of topics, spanning from game theory to artificial intelligence. Within the realm of artificial intelligence itself, Non-Player Characters (NPCs) play a crucial role in shaping the overall gaming experience. The quality of NPC behavior directly influences player satisfaction. Evolutionary algorithms stand out as a key algorithm for optimizing NPC behavior and interactions. This review paper extensively explores the intricate relationship between evolutionary algorithms and NPC behavior, proposing six categories (planning, user interaction, position modification, parameter modification, character state modification, and target assignment strategy), each delineating a distinct role for evolutionary algorithms. Ultimately, the paper draws three main conclusions: the pervasive use of evolutionary algorithms in gaming research, the diversity in game selection for research trials, and the varying strategies employed by researchers in selecting testing techniques. This comprehensive review aims to serve as a valuable reference for future research, particularly in the domain of evolutionary algorithms applied to NPC behavior.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100875"},"PeriodicalIF":2.8,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142006987","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
K. Ashok , P. Anu , K.C. Rajheshwari , R.V.S. Lalitha , Ravi Kumar Tata , A. Kavitha
{"title":"Interactive robots for personalised multimodal comedy experiments","authors":"K. Ashok , P. Anu , K.C. Rajheshwari , R.V.S. Lalitha , Ravi Kumar Tata , A. Kavitha","doi":"10.1016/j.entcom.2024.100874","DOIUrl":"10.1016/j.entcom.2024.100874","url":null,"abstract":"<div><p>This research proposes a novel system for personalising humour delivery using interactive robots with AI, natural language processing, and human-robot interaction technologies. The robots can adapt the multimodal content of jokes tactically now and strategically over time based on recording and analyzing each user’s subjective emotional reactions. The study evaluated pragmatic aspects of timing and framing jokes by having the robots try different “comeback tactics” and observing audience response. An ANOVA analysis revealed six distinct response categories. 78 % of participants positively rated the personalized robot comedy across the six scenarios. However, when both robot comedians took a negative tone, only 23 % approved (p < 0.001). Interestingly, audiences validated the robot comedian’s performance (89 % approval) more than the human comedian (54 % approval), a statistically significant difference (p < 0.01). These findings shed light on ideal characteristics for effective human-robot comedy interactions, highlighting the importance of topicality, maintaining a generally positive mood, and the unique strengths of robot performers. The study paves the way for further optimization of personalized, adaptive robot humour systems leveraging multimodal AI capabilities to enhance entertainment experiences tailored to individuals.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100874"},"PeriodicalIF":2.8,"publicationDate":"2024-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142011223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Narrative alchemy: Co-creating a game-based extensive reading framework for adult language learners","authors":"Terence Govender, Joan Arnedo-Moreno","doi":"10.1016/j.entcom.2024.100870","DOIUrl":"10.1016/j.entcom.2024.100870","url":null,"abstract":"<div><p>Contextual analysis is an important skill for language acquisition. It involves deciphering complex linguistic relationships and patterns. This way, unknown vocabulary can be learned if presented within understandable contexts. Extensive reading is a common method for developing this skill but requires learner participation. This paper presents a game-based extensive reading framework designed to encourage participation through a co-created visual novel. The project’s key features are its feasibility and role as a language course supplement. The short-term goal is to increase participation, with the long-term aim of promoting habitual reading and fostering language curiosity. The study was conducted in two parts: first, educational experts (n = 5) tested the framework for acceptance and feasibility; second, it was implemented at a language school (n = 13). Results indicate high acceptance from educators and enjoyment from learners. Although there was no significant increase in test scores, students’ willingness to participate in homework activities improved significantly.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100870"},"PeriodicalIF":2.8,"publicationDate":"2024-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142006989","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues
{"title":"An interchangeable editor to create generic and adaptable decision trees for versatile applications and game development scenarios","authors":"Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues","doi":"10.1016/j.entcom.2024.100864","DOIUrl":"10.1016/j.entcom.2024.100864","url":null,"abstract":"<div><p>This paper introduces a novel software tool developed to serve as an editor for the manual construction of decision trees, characterized by their generic nature, flexibility, and adaptability across a wide range of applications and game development scenarios. The editor enables straightforward definition and modification of decision tree elements and data, dynamically updating to meet changing needs and contexts. A key feature of this tool is its capability to export decision trees in a standardized interchange format, enhancing interoperability by allowing seamless integration with other computational platforms, including game engines. We demonstrate the utility and versatility of our editor with three distinct and comprehensive use cases, highlighting its potential as a significant contribution to interactive technology. The tool facilitates the development of decision trees, enhancing informed decision-making and strategic planning, and supports personalized learning to improve engagement and outcomes.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100864"},"PeriodicalIF":2.8,"publicationDate":"2024-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142021230","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues
{"title":"Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement","authors":"Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues","doi":"10.1016/j.entcom.2024.100863","DOIUrl":"10.1016/j.entcom.2024.100863","url":null,"abstract":"<div><p>This work introduces “Cancer: Now What?”, an innovative serious game designed for healthcare training with unlimited, comprehensive clinical scenarios. Focused on the diagnosis of breast cancer and other benign findings, the game is engineered to enhance the diagnostic skills of healthcare professionals by immersing them in a variety of diagnostic challenges related to clinical reasoning practice. It features AI-driven morphing to dynamically portray characters’ emotional responses, deepening player engagement and emotional connection. Despite some punctual challenges with visual artifacts in the morphing animations, the integration of real-life clinical reasoning with computational techniques highlights the game’s potential to advance clinical reasoning practice. This collaboration between game architects and medical experts highlights the substantial contributions of serious games to medical education, elevating them beyond mere entertainment to become essential educational tools.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100863"},"PeriodicalIF":2.8,"publicationDate":"2024-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142021233","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ying Zhang, Xueyan Li, Jinhui Zheng, Jianxin Kang, Guoliang Cai
{"title":"Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices","authors":"Ying Zhang, Xueyan Li, Jinhui Zheng, Jianxin Kang, Guoliang Cai","doi":"10.1016/j.entcom.2024.100866","DOIUrl":"10.1016/j.entcom.2024.100866","url":null,"abstract":"<div><p>With the continuous development of digital entertainment technology and sensing equipment, interactive sports game experience is becoming more and more important in physical training systems. The purpose of this study is to explore the application potential of interactive sports game experience based on digital entertainment technology and sensing devices in physical training systems. This paper expounds the problems existing in traditional physical training, including boredom and lack of interest. The application of digital entertainment technology and sensing equipment in the field of games and their potential advantages in physical training are analyzed. Combining game design principle and sports training theory, a series of interactive sports game scenes and corresponding movements are designed. By comparing with traditional physical training methods, we found that interactive sports game experience based on digital entertainment technology and sensing equipment has obvious advantages in improving the accuracy of sports actions and enhancing the participation in sports. Digital entertainment + sports game experience can stimulate the interest and motivation of individuals, improve the effect of physical training, and bring new opportunities for development in the field of physical training.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100866"},"PeriodicalIF":2.8,"publicationDate":"2024-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141947899","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nicolás Araya Quintar, Javier Gomez Escribano, Germán Montoro Manrique
{"title":"How technology augments Dance Movement Therapy for Autism Spectrum Disorder: A systematic review for 2017–2022","authors":"Nicolás Araya Quintar, Javier Gomez Escribano, Germán Montoro Manrique","doi":"10.1016/j.entcom.2024.100861","DOIUrl":"10.1016/j.entcom.2024.100861","url":null,"abstract":"<div><p>Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder, characterised by deficits of social communication and social interaction, along with restricted and repetitive patterns in behaviours, activities and interests. People diagnosed with ASD may need lifetime treatment for social inclusion and control of stereotypical behaviour, on which art therapy has played an important role. Dance Movement Therapy (DMT) has been applied with technology for interventions in social and motor rehabilitation. It has helped people with ASD to integrate in society and develop motor skills, though there are few studies that focus on their artistic expression through the dance and free movements. This review spans the interventions of DMT in technology for people with autism and other neurodevelopmental disorders, during the last six years, with a query on the technologies and application cases. The purpose of this study is to review more than 50 studies and discuss the most relevant technological aspects classified according to the application theme. Our general contribution is to give an overview of the current state of the art and provide guidelines for future research on DMT applications for people with ASD, orientated in the development of technologies that combine dance and visual arts for therapy uses. This research highlights how technology can enhance DMT by creating immersive and interactive environments that facilitate better engagement and expression for individuals with ASD. The study emphasises the importance of multidisciplinary approaches, involving artists, designers, and therapists, to develop richer, more inclusive therapeutic experiences. The findings suggest that technology does not need to be advanced or expensive to be effective; simplicity and user-friendliness are key to successful interventions.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100861"},"PeriodicalIF":2.8,"publicationDate":"2024-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1875952124002295/pdfft?md5=3659706ac0af836d714595ade03df3b3&pid=1-s2.0-S1875952124002295-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141947900","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Alice Dalí augmented reality: Evaluating a cultural outdoors game for intergenerational play","authors":"Mads Haahr , Svetlana Rudenko , Kelly Jakubowski","doi":"10.1016/j.entcom.2024.100865","DOIUrl":"10.1016/j.entcom.2024.100865","url":null,"abstract":"<div><p>Serious Games have been shown to have many uses, such as for learning and cultural engagement. Furthermore, research has shown that some types of game experiences can have significant social benefits, such as a study by Wang, Taylor and Sun, which showed that playing cooperative video games can improve family satisfaction and closeness. In this article, we present the design and evaluation of <em>Alice Dalí AR</em> (2022), a locative augmented-reality smartphone game designed as a cultural experience for families to engage with art, music and storytelling. <em>Alice Dalí AR</em> features 12 illustrations produced by Dalí in 1969 for the iconic story <em>Alice’s Adventures in Wonderland</em> by Lewis Carrol. We applied a multisensory design methodology based on synesthesia, where art shapes and color palettes from Dalí’s paintings were “transposed” to music genre and music language. The play experience involves using a radar to find AR music art encounters through which a story of Wonderland emerges. The design offers a cultural and social play experience that can help strengthen family connections and knowledge exchange across generations, and at the same time encourage players to spend time outside in healthy walking activities. We present the results of a user study, which shows evidence of cultural engagement and increased intergenerational emotional bonding. The <em>Alice Dalí AR</em> app is available from the Google and Apple app stores.<span><span><sup>1</sup></span></span></p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100865"},"PeriodicalIF":2.8,"publicationDate":"2024-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1875952124002337/pdfft?md5=5c126d9c2df435e778d24590c3d0e0b0&pid=1-s2.0-S1875952124002337-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142096257","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners","authors":"Joan Arnedo-Moreno, David García-Solórzano","doi":"10.1016/j.entcom.2024.100850","DOIUrl":"10.1016/j.entcom.2024.100850","url":null,"abstract":"<div><p>The acquisition of computational thinking and coding skills is of special significance in helping adult learners keep pace with a new context where those skills are required for many parts of the workforce. However, there is an agreement in the scientific literature that important challenges exist, such as keeping student engagement and the requirement of developing problem-solving skills, and not just learning the code syntax. The inclusion of digital Game-Based Learning (GBL) has shown great potential. To better understand how it can be helpful to adult learners in STEM degrees, a study was conducted on the application of two very popular commercial video games in different introductory programming courses at an online university, during the introduction of basic programming topics (CS1). The methods combined a descriptive qualitative and a quantitative approach, using a reflective journals and questionnaires, which helped students consider and express their experiences, how they interacted with the games, how the games helped them better understand the topics, and realize their personal progress and potential. Results showed that the use of these games as educational resources had a positive impact in their engagement and sense of self-efficacy, but only if some important instructional considerations are taken into account.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100850"},"PeriodicalIF":2.8,"publicationDate":"2024-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142006988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rubens Halbig Montanha, Giovana Nascimento Raupp, Ana Carolina Policarpo Schmitt, Victor Flávio de Andrade Araujo, Soraia Raupp Musse
{"title":"Micro and macro facial expressions by driven animations in realistic Virtual Humans","authors":"Rubens Halbig Montanha, Giovana Nascimento Raupp, Ana Carolina Policarpo Schmitt, Victor Flávio de Andrade Araujo, Soraia Raupp Musse","doi":"10.1016/j.entcom.2024.100853","DOIUrl":"10.1016/j.entcom.2024.100853","url":null,"abstract":"<div><p>Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend shapes, to driven animations using facial and body tracking, these advancements can potentially enhance the perception of comfort and realism in relation to VHs. Previously, Psychology studied facial movements in humans, with some works separating expressions into macro and micro expressions. Also, some previous CG studies have analyzed how macro and micro expressions are perceived, replicating psychology studies in VHs, encompassing studies with realistic and cartoon VHs, and exploring different VH technologies. However, instead of using facial tracking animation methods, these previous studies animated the VHs using blendshapes interpolation. To understand how the facial tracking technique alters the perception of VHs, this paper extends the study to macro and micro expressions, employing two datasets to transfer real facial expressions to VHs and analyze how their expressions are perceived. Our findings suggest that transferring facial expressions from real actors to VHs significantly diminishes the accuracy of emotion perception compared to VH facial animations created by artists.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100853"},"PeriodicalIF":2.8,"publicationDate":"2024-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141947901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}