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Development of an Affect-Sensitive Game Agent

Development of an Affect-Sensitive Game Agent. King Li, Jonathan Jason C. Monsod, Tricia Angela A. Thesis Adviser: Dr. Ma. Mercedes T. Rodrigo. Background of Study. Brain-Computer Interfaces (BCI) Applied in medical sciences for prosthetic uses. (Nijholt, 2008)

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Development of an Affect-Sensitive Game Agent

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  1. Development of an Affect-Sensitive Game Agent King Li, Jonathan Jason C. Monsod, Tricia Angela A. Thesis Adviser: Dr. Ma. Mercedes T. Rodrigo

  2. Background of Study • Brain-Computer Interfaces (BCI) • Applied in medical sciences for prosthetic uses. (Nijholt, 2008) • Can we apply this technology for gaming? • Yes! • Has this been done before? • Yes!

  3. Background of Study Current researches only explored BCIs through proofs-of-concept but no actual game has been created… yet.

  4. Progress so far… • Game engine has been created and is currently being perfected to create an actual BCI game. • Players need help. • Affect-Sensitive Agent

  5. Definition of Terms • Game (Fullerton, Swain, & Hoffman, 2004) • Closed • Formal system • Structured conflict • Unequal outcome • Agent • Computer System • Autonomous in a Virtual Environment • Achieves its Design Objectives

  6. Research Objectives • Two-Fold Objective: • Affect-Sensitive Game Development • Using appropriate brain wave signals • Plot creation • Game Agent Creation • Neurofeedback • Motivational Dialogue

  7. Scope and Limitations • OCZ Neural-Impulse Actuator & Brainfingers Access Software • Not for profit

  8. Why an Agent? • Novelty of the modality • Implausible incorporation of rules in a BCI-dependent game • Different brain activity patterns

  9. Using Brain Signals • Neurofeedback • Set a goal. • Read brain signals. • Show to user his/her distance from goal. • Repeat until goal is achieved.

  10. Using Brain Signals • Now make some fancy applications… • Brain Activity • “Is the user relaxed or agitated?” • Create a meter for it. • If the user is relaxed, the meter goes to the left. • If the user is agitated, the meter goes to the right.

  11. Game Interface

  12. Game Plot • School of Thought is basically a story-driven game that revolves around a titular character gifted with three powers (pyro, ghost and telekinesis) that has been kidnapped for experimentation with the goal of escaping the castle while utilizing their powers to get past obstacles.

  13. Power Icons Pyro – Burns objects such as candles, locks, and torches. Ghost – Allows the player to pass through walls. Telekinesis – Moves heavy objects to clear a path.

  14. Agent Role • Plot Narration • Player Aid • Provide feedback • Give hints • “Think chaotic thoughts”, “Try doing math problems”, “Think of a calm, blue ocean”…

  15. Demonstration

  16. Questions?

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