Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2006
DOI: 10.1145/1178823.1178910
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User model in multiplayer mixed reality entertainment applications

Abstract: Most computer games and more generally entertainment applications use implicitly or explicitly a user model as a reference for the gameplay and dramaturgy progression. With mixed reality technology and ubiquitous computing, user-centered design is required now more than ever to provide an adaptable and personal content at any time and in any context. The goal of our research is to provide a narration model correlated to a user model in the design of mixed reality entertainment. In this paper we give a brief su… Show more

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Cited by 11 publications
(8 citation statements)
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“…Another growing area for user modeling is in "smart home" environments which support domestic living in a variety of ways, ranging from maintaining entertainment preferences through providing health care and assisted living functionalities (Vildjiounaite et al 2007). In a more playful arena, user models have also been deployed in experiential and aesthetic applications such as installation art, games and interactive narrative in ubiquitous spaces (Natkin and Yan 2006;Thue et al 2007a). At the moment, most ubiquitous systems provide their adaptive effects via digital displays and other media platforms, but there is a great deal of potential for more widespread use of tangible, physical effects as well, such as adjusting the temperature, turning on and off lights, or even integrating servomotors that could open or close doors in a home.…”
Section: Adaptivity and User Modelingmentioning
confidence: 99%
“…Another growing area for user modeling is in "smart home" environments which support domestic living in a variety of ways, ranging from maintaining entertainment preferences through providing health care and assisted living functionalities (Vildjiounaite et al 2007). In a more playful arena, user models have also been deployed in experiential and aesthetic applications such as installation art, games and interactive narrative in ubiquitous spaces (Natkin and Yan 2006;Thue et al 2007a). At the moment, most ubiquitous systems provide their adaptive effects via digital displays and other media platforms, but there is a great deal of potential for more widespread use of tangible, physical effects as well, such as adjusting the temperature, turning on and off lights, or even integrating servomotors that could open or close doors in a home.…”
Section: Adaptivity and User Modelingmentioning
confidence: 99%
“…This also contributes to dividing the goals into different levels, an essential characteristic of successful game design. Researchers argue that a comprehensive player model should include player skills, behaviour, and socio-personal information such as aggression [23][24][25]. Peer reputation is based on prior individual player experiences [26].…”
Section: Personalisationmentioning
confidence: 99%
“…It implies a personalized level of parameters in the user model [5]. Since the player is represented in both the real world and the virtual system, we have to consider his/her knowledge of the gameplay from several different points of view.…”
Section: Player Profile Definition For Mug (Mugpp)mentioning
confidence: 99%