Zobrazeno 1 - 10
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pro vyhledávání: '"Brian Magerko"'
Publikováno v:
Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems.
Autor:
Erin J.K. Truesdell, Brian Magerko
Publikováno v:
Proceedings of the 18th International Conference on the Foundations of Digital Games.
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 18:276-278
This paper describes the AI Holodeck, a co-creative software prototype that creates virtual scenes from the user input text, inspired by the fictional Holodeck virtual reality device from the science fiction series Star Trek. This application collect
Autor:
Duri Long, Tom McKlin, Nylah Akua Adjei Boone, Dezarae Dean, Mirina Garoufalidis, Brian Magerko
Publikováno v:
Proceedings of the ACM on Human-Computer Interaction. 6:1-33
This article presents Active Prolonged Engagement eXpanded (APEX), a framework and toolkit for informing evidence-based decisions about the iterative design of embodied, collaborative museum exhibits. We provide an overview of APEX, a framework that
Autor:
Gloria Ashiya Katuka, Alexander R. Webber, Joseph B. Wiggins, Kristy Elizabeth Boyer, Brian Magerko, Tom McKlin, Jason Freeman
Publikováno v:
Proceedings of the ACM on Human-Computer Interaction. 6:1-24
Co-creative proccesses between people can be characterized by rich dialogue that carries each person's ideas into the collaborative space. When people co-create an artifact that is both technical and aesthetic, their dialogue reflects the interplay b
Publikováno v:
Proceedings of the ACM on Human-Computer Interaction. 5:1-35
AI is becoming increasingly integrated in common technologies, which suggests that learning experiences for audiences seeking a "casual" understanding of AI-i.e. understanding how a search engine works, not necessarily understanding how to program on
Autor:
Brian Magerko
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 3:91-94
Interactive narrative is a blossoming field, with new systems and approaches being developed each year. However, despite this burgeoning array of designs, little work has been done in empirically evaluating and comparing them (Weyhrauch 1997; Nelson
Autor:
Brian Magerko
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 1:87-92
When building a story-intensive game, there is always the question of how much freedom to give the player. Give the player too little, and he may feel constrained and disconnected from the character he is controlling. Give him too much freedom, and t
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 8:26-31
This paper describes a gestural approach to interacting with interactive narrative characters that supports co-creativity. It describes our approach using a Microsoft Kinect to created a short scene with an intelligent avatar and an AI-controlled act
Autor:
Rania Hodhod, Brian Magerko
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 8:14-19
A common approach to interactive narrative involves imbuing the computer with all of the potential story pre-authored story experiences (e.g. as beats, plot points, planning operators, etc.). This has resulted in an accepted paradigm where stories ar