Abstract

Video games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and compassion. In games framework with narrative context, designers frequently use cinema movies methods, like cinematic non-interactive Cutscenes. These methods temporarily exclude the player from interactivity to leave his first viewpoint view and move the camera focusing on the narrative stimuli. Cutscenes were used abundantly and are now rejected, the new development wave is often trying to develop in a “zero cinematic” way. For the same reason, cinematics are also not usable in new Virtual Reality. If VR games and simulations provides a high level of presence, VR environments needs certain rules related in particular to the continuation of free will and the avoidance of possible Break in Presence. We propose in this paper a concept of Emotionally Intelligent Virtual Avatars, which when they perceive an important narrative stimulus, share their emotions through, gestures, facial nonverbal expressions, and declarative sentences to stimulate the player's attention. This will lead players to focus on the narrative stimuli. Our research studies the impact of the use of Bernardo Agents Emotional Avatars involving n = 51 users. The statistical analysis of the results shows a significant difference in the narrative perception of the stimuli and in Presence, correlated to the use of Agents Bernardo. Overall, our emotional Agent Bernardo is a unique concept for increasing the perception of narrative stimuli in virtual environments using HMD, and may be useful in all virtual environments using an emotional narrative process.

Highlights

  • Over the last ten years, video games have started a narrative emotional revolution enabled by authors like Eric Chahi, David Cage, Peter Molyneux

  • We have introduced a dimensional notion in the Computational Models of Emotions (CMEs) of our Bernardo Emotional Autonomous Agents (EAAs), which is based on an interpretation of arousal and valence of stimuli referred to the Russel circumplex model (Russel, 2003)

  • Based on the work previously done in the context of the generation of realistic avatars simulating pain (Jackson et al, 2015), we have developed a process of generation of avatars with expressions of emotions developed on initial photogrammetric scanned model realized with ReMake® (Autodesk, 2016)

Read more

Summary

Introduction

Over the last ten years, video games have started a narrative emotional revolution enabled by authors like Eric Chahi, David Cage, Peter Molyneux. Whilst Virtual Reality had been essentially techno-centric and often focused on aspects of pure simulation. VR in video games, such as in Cyber therapy uses many narrative scenarios to improve the user’s experience. Many video game producers perceive the great interest of these headsets in terms of immersion and generously invest in the emerging market of VR video games. The narrative and filmic models commonly used in video games, are culturally inspired by film models. These techniques called “Cutscenes” and “Cinematics” leave no room for interactivity, they even replace it

Methods
Results
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call