Avatars in Analytical Gaming
Abstract
This paper discusses the design and use of anthropomorphic computer characters as nonplayer characters (NPC’s) within analytical games. These new environments allow avatars to play a central role in supporting training and education goals instead of planning the supporting cast role. This new ‘science’ of gaming, driven by high-powered but inexpensive computers, dedicated graphics processors and realistic game engines, enables game developers to create learning and training opportunities on par with expensive real-world training scenarios. However, there needs to be care and attention placed on how avatars are represented and thus perceived. A taxonomy of non-verbal behavior is presented and its application to analytical gaming discussed.
- Authors:
- Publication Date:
- Research Org.:
- Pacific Northwest National Lab. (PNNL), Richland, WA (United States)
- Sponsoring Org.:
- USDOE
- OSTI Identifier:
- 1006320
- Report Number(s):
- PNNL-SA-67234
TRN: US201105%%990
- DOE Contract Number:
- AC05-76RL01830
- Resource Type:
- Conference
- Resource Relation:
- Conference: Proceedings of the IEEE International Conference on Social Computing (SocialCom 200909) as part of the International Conference on Computational Science and Engineering (CSE 2009), August 29-31, 2009, Vancouver, BC, 4:1174 - 1179
- Country of Publication:
- United States
- Language:
- English
- Subject:
- 99 GENERAL AND MISCELLANEOUS//MATHEMATICS, COMPUTING, AND INFORMATION SCIENCE; COMPUTERS; DESIGN; EDUCATION; ENGINES; LEARNING; PLANNING; TAXONOMY; TRAINING; Analytical Gaming; Serious Games; Avatars; Anthropomorphic Computer Characters; Non-Verbal Behavior
Citation Formats
Cowell, Andrew J, and Cowell, Amanda K. Avatars in Analytical Gaming. United States: N. p., 2009.
Web. doi:10.1109/CSE.2009.448.
Cowell, Andrew J, & Cowell, Amanda K. Avatars in Analytical Gaming. United States. https://doi.org/10.1109/CSE.2009.448
Cowell, Andrew J, and Cowell, Amanda K. 2009.
"Avatars in Analytical Gaming". United States. https://doi.org/10.1109/CSE.2009.448.
@article{osti_1006320,
title = {Avatars in Analytical Gaming},
author = {Cowell, Andrew J and Cowell, Amanda K},
abstractNote = {This paper discusses the design and use of anthropomorphic computer characters as nonplayer characters (NPC’s) within analytical games. These new environments allow avatars to play a central role in supporting training and education goals instead of planning the supporting cast role. This new ‘science’ of gaming, driven by high-powered but inexpensive computers, dedicated graphics processors and realistic game engines, enables game developers to create learning and training opportunities on par with expensive real-world training scenarios. However, there needs to be care and attention placed on how avatars are represented and thus perceived. A taxonomy of non-verbal behavior is presented and its application to analytical gaming discussed.},
doi = {10.1109/CSE.2009.448},
url = {https://www.osti.gov/biblio/1006320},
journal = {},
number = ,
volume = ,
place = {United States},
year = {Sat Aug 29 00:00:00 EDT 2009},
month = {Sat Aug 29 00:00:00 EDT 2009}
}