Notes:
Dialog system APIs can be used to power chatbots in SecondLife or other virtual worlds using text clients. A text client is a software application that allows users to communicate with other users via text-based chat, and can be used to connect chatbots to virtual worlds like SecondLife.
To use a dialog system API to power a chatbot in SecondLife, you would typically need to sign up for an API account with the provider and obtain API keys or other credentials. You would then use these credentials to authenticate your chatbot and access the API’s functionality.
Once the chatbot is authenticated and connected to the API, it can be used to communicate with users in the virtual world via text-based chat. The chatbot can be programmed to understand and respond to user inputs, and can use the API’s natural language processing (NLP) and dialog management capabilities to provide intelligent and engaging responses.
Virtual environments provide a safe and controlled environment for testing and evaluating robotic designs, and can allow designers to quickly and easily iterate on their prototypes without the need for expensive or time-consuming physical prototyping.
There are several benefits to prototyping robots in a virtual environment:
- Cost and time savings: Prototyping in a virtual environment can be significantly cheaper and faster than prototyping in the real world, as it eliminates the need for expensive materials and equipment, and allows designers to quickly make and test changes to their prototypes.
- Safe testing: Virtual environments provide a safe and controlled environment for testing robotic prototypes, which can be especially important for testing risky or dangerous designs.
- Easy iteration: Virtual environments make it easy to quickly and easily iterate on designs, as changes can be made and tested in real-time without the need for physical prototyping.
- Access to advanced capabilities: Virtual environments can provide access to advanced simulation and visualization tools that may not be available in the real world, such as physics engines and motion capture systems, which can be useful for testing and evaluating complex robotic designs.
There are many NPC (non-player character) chatbots available on the Second Life Marketplace, which is a virtual marketplace for buying and selling virtual goods and services in Second Life. NPC chatbots are pre-programmed characters that are designed to interact with users in natural language, and can be used to provide information, entertainment, or other services in Second Life.
NPC chatbots on the Second Life Marketplace are typically created using a variety of tools and technologies, including natural language processing (NLP), dialog management, and artificial intelligence (AI). They can be programmed to understand and respond to user inputs, and can be customized to provide a range of capabilities and behaviors.
Some common uses for NPC chatbots in Second Life include:
- Customer service: NPC chatbots can be used to provide customer service or support in Second Life, answering questions and assisting users with problems or inquiries.
- Entertainment: NPC chatbots can be used to provide entertainment, such as by telling jokes, playing games, or hosting trivia quizzes.
- Information: NPC chatbots can be used to provide information, such as by answering questions or providing directions.
- Education: NPC chatbots can be used to provide educational content or experiences, such as by teaching languages or providing virtual tours.
Resources:
- gameai.com .. ai game programmers guild
References:
- Virtual Humans: Today and Tomorrow (2019)
- Conversations with Freudbot in Second Life: Mining the virtuality of relationship (2017)
- Learning in Virtual Worlds: Research and Applications (2016)
- ‘Second Life’ removes support for Oculus Rift (2016)
- SL-Bots: Automated and Autonomous Performance Art in Second Life (2015)
- Virtual humans in the Virtual Hospital (2015)
- When Two Heads are Better Than One: A Critical Review of Four Collaborative Intelligent Tutoring Systems (2015)
- Qiezli – a ‘self-absorbed’ creative virtual agent in Second Life (2014)
- RDF annotation of second life objects: knowledge representation meets social virtual reality (2014)
- Towards mapping and segmentation of very large scale spaces with intelligent virtual agents (2013)
- Game-Based Teaching and Simulation in Nursing and Health Care (2012)
- Interfaces of Performance (2012)
- The Virtual Dollhouse: Body Image and Weight Stigma in Second Life (2012)
- Architecture for Building Conversational Agents that Support Collaborative Learning (2011)
- Game-based learning for virtual patients in Second Life (2011)
- Improve English Learning outcome by Using Automatic Dialogue Agents in Second Life (2011)
- Interfacing a cognitive agent platform with Second Life (2011)
- Second Life Foraging: An Ecologically-Inspired Task to Drive Biologically-Inspired Cognitive Architectures (2011)
- Second Life in Healthcare Education: Virtual Environment’s Potential to Improve Patient Safety (2011)
- Agent-augmented co-space: Toward merging of real world and cyberspace (2010)
- Assessing students in Second Life with scripted chatbots (2010)
- Design and Delivery of Game-Based Learning for Virtual Patients in Second Life: Initial Findings (2010)
- E-AI an emotion architecture for agents in games & virtual worlds (2010)
- EmoHeart: conveying emotions in second life based on affect sensing from text (2010)
- Integrating an Intelligent Tutoring System for TAOs with Second Life (2010)
- Self-organizing agents for reinforcement learning in virtual worlds (2010)
- Virtual movie sets and branching video: Developing interactive educational machinima with Second Life and YouTube (2010)
- An open-source natural language generator for OWL ontologies and its use in Protégé and Second Life (2009)
- Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition (2009)
- Artificial Intelligence Lives Among and Interacts with Real People in Online Virtual World (22 Oct 2009)
- Chatterbot com Interatividade ao Avatar Encapsulado no Ambiente Virtual Second Life usando a base de conhecimento em AIML (2009)
- Deploying Embodied AI into Virtual Worlds (2009)
- Motivated Reinforcement Learning: Curious Characters for Multiuser Games (2009)
- Multimodal agents in second life and the new agents of virtual 3d environments (2009)
- Second Life Information Desk System using Instant Messaging and SMS Technologies (2009)
- Semantics for virtual humans (2009)
- Chatbots and ESL in Second life (2008)
- Deploying embodied AI into virtual worlds (2008)
- Multitalker: Building conversational agents in second life using basilica (2008)
- NaturalOWL: Generating texts from OWL ontologies in Protégé and in Second Life (2008)
- Second Life Bots or simply SLBots (2008)
- SecondLife as an evaluation platform for multiagent systems featuring social interactions (2008)
- SLAVE-Second Life Assistant in a Virtual Environment (2008)
- Combining BCI and Virtual Reality: Scouting Virtual Worlds (2007)
- Research bots in second life (2007)
See also:
100 Best Non-Player Character Videos | 100 Best The-Sims NPC Videos | Non-Player Character & Chatbots 2018 | Non-Player Character News 2018
Motivated reinforcement learning for non-player characters in persistent computer game worlds
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… Non-player characters (NPC) work as the guides and personify one of the sub-topics of … assigns a game map “Town Hall” as the orientation station and non-player character (NPC) “Mayor … space theory, In: B. du Boulay and R. Mizoguchi (eds.) Artificial Intelligence in Education …
MAS controlled NPCs in 3D virtual learning environment
G McClure, M Chang, F Lin – 2013 International Conference on …, 2013 – ieeexplore.ieee.org
… If a Non-Player Character (NPC) does not act in a believable way it detracts from the realism of … supported multiple dynamic environments, and provided an environment where player character and non-player characters could interact … [17] Second Life: http://secondlife.com [18 …
The Emergence of Agent-Based Technology as an Architectural Component of Serious Games
M Phillips, J Scolaro, D Scolaro – 2010 – ntrs.nasa.gov
… middleware approaches in the areas of physics, scene-graphs, artificial intelligence and interface … and gaming has introduced a new requirement to provide non-player-characters (NPCs) that … Retrieved from MASAGroup website: http://slurl.com/secondlife/masa%20group/128 …
Using a natural user interface to enhance the ability to interact with reconstructed virtual heritage environments
S Butnariu, A Georgescu, F Gîrbacia – Informatica, 2016 – informatica.si
… have no behavior and, on the other hand, entities represent dynamic items, some of them affected by physics, or with some form of artificial intelligence (people, rivers … Within this tool editing actions of behavior objects (such as triggers, players, non-player-character) are possible …
A tool for programming the behaviour of intelligent virtual agents in Prolog
G Anastassakis… – 2015 6th International …, 2015 – ieeexplore.ieee.org
… a 3D virtual world inhabited by synthetic actors (popularly referred to as non-player characters (NPCs)) with … com [4] JE Laird, “Extending the soar cognitive architecture,” Frontiers in Artificial Intelligence and Applications … Available: secondlife.com [6] OpenSimulator Community …
Blurring our real and virtual worlds: Canadian and worldwide legal issues arising from MMORPGs
MM White, BL Mann – 2009 – researchgate.net
… 468-473 13 Walton, D. & Godden, D. (2006). Persuasion dialogue in online dispute resolution. Artificial Intelligence and Law, 1- 23, also Rule, C. (2002) … Second Life. San Francisco, CA., www.secondlife.com 26 TopTenREVIEWS, Inc. (2008) …
Appendix of Resources/Products
A BARCLAY, B BRYANT… – Game-Based Teaching …, 2012 – books.google.com
… com/secondlife/Imperial College London/ 148/65/27 NewWorld Initiative for Clinician Education This project has been developed by … to serve as standardized patients and with virtual patients programmed and controlled by an external computer using artificial intelligence (AIML …
Emotionally responsive robotic avatars as characters in virtual worlds
S Slater, D Burden – 2009 Conference in Games and Virtual …, 2009 – ieeexplore.ieee.org
… guises. The first type of agent could be a non-player character in a role playing game, which the user will probably approach in order to progress in the game … Figure 1. Typical Second Life Avatars 2 www.secondlife.com 978 …
SLATe–Second Life Agent Toolkit
P Loureiro – fenix.tecnico.ulisboa.pt
… Environment. SLATE.SecondLife is built using SLATE.Core and Second Life Manager, establishing the connection between the abstract concepts of SLATE.Core and the Actions and Events provided by the Second Life Manager …
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
MP Eladhari – International Conference on Interactive Digital …, 2018 – Springer
… agents is used, to encompass human users and computational entities alike, such as non player characters (NPCs) or … In: Proceedings of the First AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2005, pp … http://secondlife.com/notes. 40 …
Social Life on Distant Alien Worlds
WS Bainbridge – Computer Simulations of Space Societies, 2018 – Springer
… how the complexity of social interaction could be modeled in a solo-player game through artificial intelligence and pre-scripting of non-player characters … Their opponent is a Techrejector, a non-player character who represents something like Luddism, not merely rejecting …
World of Bizcraft
RJ Bloomfield – Johnson School Research Paper Series, 2009 – papers.ssrn.com
… various beasts that roam the land. The beasts are controlled by artificial intelligence designed by WoW’s developer, Blizzard Entertainment, and are often referred to as non-player characters (NPCs). Since I had chosen the “normal …
Using MMOL Platforms for collaborative educational tasks
CML Bragado – 2013 – academia.edu
… Spanish teacher, can be combined with in-world training sessions or self-learning conducted by a bot or a Non Playable Character (NPC) using artificial intelligence (AI). This applies when dealing with the concept of negotiation. A …
Actor Bots
M Arinbjarnar, D Kudenko – Believable Bots, 2013 – Springer
… Abstract. In many recent computer games there has been an increased use of Non-Player Characters as quest givers, tradesmen, members of the general public and as quest companions for the players. All these roles call for …
Virtual work experience: From classroom to workplace
M Milne, M Horner, J Benjamin… – … European Conference on …, 2008 – researchgate.net
… This puts it more in the context of social sites such as Second Life (http://secondlife … The public would appear as classic NPCs (non-player characters) with as much busy self-directed … International Journal of Artificial Intelligence in Education 11: 47-78 S Parsons, A Leonard, P …
SL-Bots: Automated and Autonomous Performance Art in Second Life
JO Turner, M Nixon, J Bizzocchi – New Opportunities for Artistic …, 2015 – igi-global.com
… Today, bots also act as NPCs (Non-Player Characters) in video games including MMOGs (Massively … access software called “viewers”, SL-Bots employ varying degrees of artificial intelligence to control … via a UUID (Universally Unique Identifier, see http://wiki.secondlife.com …
SEAT Actor-Agent Team Experimentation
R Gouman, M Kampman, M Kempen… – D-CIS Research …, 2009 – njewijngaards.dds.nl
… human and artificial entities can control avatars (and other objects), eg consider the packages Second Life (www.secondlife.com) and … Furthermore, actors and agents need to be embodied and ‘restricted’: in games often non-player characters are heavily scripted with full access …
Prototyping games for training and education in Second Life: Time2Play and TREG
KC Vega, A Pereira, GR de Carvalho… – 2009 VIII Brazilian …, 2009 – ieeexplore.ieee.org
… film techniques where characters and events can be controlled by humans, scripts or artificial intelligence [17] … characters, imagined or requested, brought evidence of the need to create non-player characters for this … Available from: http://secondlife.com [Accessed 20 July 2009] …
Prototyping games for training and education in Second Life: Time2Play and TREG
KVAPG Carvalho, ARH Fuks – researchgate.net
… These objects needs scripts for “getting alive” in order to interact with other objects, avatars and Non-Player Characters … in virtual worlds and uses in-world film techniques where characters and events can be controlled by humans, scripts or artificial intelligence [Nitsche, 2005] …
Architecture for Collaborative Learning Activities in Hybrid Learning Environments.
MB Ibáñez, D Maroto, JJG Rueda, D Leony, CD Kloos – J. UCS, 2012 – jucs.org
… that ask participants questions and process their answers via an AIML (Artificial Intelligence Markup Language … Non Player Characters (NPCs) directed the flow of activities by proposing new questions for … Avatars, free 3D chat, online meetings”; Retrieved at: http://secondlife.com …
Lessons learned about the development of digital entertainment tools for experiments on resources distribution
SL Martins, GRE Cabral, LDSM Junior… – Computers in Human …, 2017 – Elsevier
… It is also possible to simulate behavior of robots with artificial intelligence and study interactions between … To create the non-player-character (in this case the cat), an A-star search algorithm … It was designed to explore the use of non-player-characters (NPC), to run experiments in …
Lightweight 3D MMO framework with high GPU offloading
V Asavei, A Moldoveanu, F Moldoveanu… – … on System Theory …, 2014 – ieeexplore.ieee.org
… types of entities populating the virtual space: human users and users controlled by the server (NPC – non player characters) … Also because the NPCs are being controlled by the artificial intelligence module, they have a special … 9. [4] Second Life, http://secondlife.com/, May 2014 …
Virtual Worlds
WS Bainbridge – Personality capture and emulation, 2014 – Springer
… ships operated by Vile Rat, and made them non-player ships in an arc of missions, operated by artificial intelligence following the … wiki.secondlife.com/wiki … in which each page is set up by the organizers, one for each quest, location, object, and non-player character, then players …
Getting acquainted in Second Life: human agent interactions in virtual environments
C Pallay, M Rehm, E Kurdyukova – Proceedings of the International …, 2009 – dl.acm.org
… User/Machine Systems— human factors, human information processing; I.2.1 [Artificial Intelligence]: Applications and … a secure fashion, or the trust towards each other and towards non-player characters … to examine if there are cultural differences in engagement in SecondLife …
Videogames and metaverses as spaces for scientific, cognitive and social change
MPLC Petry, JS e Silva – sbgames.org
… In these, each user interacts with and modifies the environment, but only relates to NPCs (non-player characters) developed through Artificial Intelligence (AI). Thus, we understand that virtual worlds are immersive navigable worlds, no matter if they are multiuser or not …
The MMOG layer: MMOG based on MAS
G Aranda, C Carrascosa, V Botti – … Workshop on Agents for Games and …, 2009 – Springer
… 3 http://www.secondlife.com 4 http://www.there.com 5 http://www.w3 … [9] propose a more natural (long-term) behavior of Non-Player Characters through the … Player Character AvatarAgent Non-Player Character NPCAvatarAgent Game World Intelligent Virtual Environment OSG …
The Personal and Economic Utility of Virtual World Bots: A Defense for Fair Use
R Yang – Ariz. St. U. Sports & Ent. LJ, 2012 – HeinOnline
… a preset list of keystrokes to more sophisticated code that utilizes machine learning, thus providing a bit of artificial intelligence … http://wiki.secondlife.com/wiki/LSL Portal … The first three of which are bought by players from NPCs (non-player characters) on an as-needed basis and …
VR Mediated Content and Its Influence on Religious Beliefs
S Piasecki – Online-Heidelberg Journal of Religions on the …, 2018 – heiup.uni-heidelberg.de
… 1 https://secondlife.com/destinations/belief, 18.06.2018 2 https: //www.churchofengland.org/digital- labs, 18.06.2018 3 https://ministrytech.com/social-media/how-to-use-social-media-to -really-increase-your-ministry /, 18.06.2018 19 Page 7. online – 13 (2018) …
Bayesian networks: real-time applicable decision mechanisms for intelligent agents in interactive drama
M Arinbjarnar, D Kudenko – … of the 2010 IEEE Conference on …, 2010 – ieeexplore.ieee.org
… In recent years single player FPS games have evolved towards having the opponents, the non-player characters (NPCs), more intelligent to … and D. Kudenko, “A critical review of interactive drama systems,” in Proceedings of the Convention of Artificial Intelligence and Simulation …
Designing an engaging learning universe for situated interactions in virtual environments
A Christopoulos – 2018 – uobrep.openrepository.com
… 3-D three-dimensions/three-dimensional AI Artificial Intelligence CA Cochran-Armitage Trend Test CL Collaborative Learning … KW Kruskal-Wallis H Test LSL Linden Scripting Language NPC Non-Player Character PA Pedagogical Agent PBL Problem-Based Learning …
Getting acquainted in Second Life
C Pallay, M Rehm, E Kurdyukova – Proceedings of the International …, 2009 – vbn.aau.dk
… User/Machine Systems— human factors, human information processing; I.2.1 [Artificial Intelligence]: Applications and … a secure fashion, or the trust towards each other and towards non-player characters … to examine if there are cultural differences in engagement in SecondLife …
Engaging classes in a virtual world
S Gregory – Serious Games and Virtual Worlds in Education …, 2013 – igi-global.com
… The connectivism theory comes from the concept of artificial intelligence, con- nectionism, cognitive neuroscience, conceptual learning and social network … Non-player characters in a virtual world, such as academics, “require a knowledge model, a dialogue model and a user …
HyperPlace: Extending Web Platform to Build Online Places
C Jung – karankamdar.wdfiles.com
… Second Life has created a new possibility of virtual worlds as a new media 1 Yet, Tim Berners-Lee’s original vision was of a two-way web that could be written as well as read via the browser. [xxx] 2 http://www.moo.mud.org/ 3 http://www.secondlife.com/whatis/ Page 2 …
Introduction to Laws Relevant to Virtual Worlds in Higher Education
LF Tabatabaie – LEARNING IN VIRTUAL WORLDS, 2016 – books.google.com
… 1991). Linden Research.(2010). Terms of service. Retrieved from http://www. secondlife. com/ corporate/tos. php Laws Relevant to Virtual Worlds in Higher Education 291 doi: 10.15215/aupress/9781771991339.01 Page 320. Liu, J., Yao, L., Jiao, J., & Jie, T.(2011) …
Theatre in Second Life Holds the VR Mirror up to Nature
SA Schrum – Handbook of Research on Computational Arts and …, 2009 – igi-global.com
… 4). Anyone (with the required computing power) can access this world using the Second Life client, available as a free download from the website, secondlife … Unlike WoW, where one may encounter artificial intelligence-controlled non-player characters, every avatar …
Modelling motivation as an intrinsic reward signal for reinforcement learning agents
K Merrick, ML Maher – Machine Learning. not yet accepted, 2006 – researchgate.net
… cannot be assumed. In our work, we use massively multiplayer, online computer games (MMORPGs) in which artificial agents control non-player characters (NPCs) as an example of such environments. MMORPGs are persistent …
HyperPlace: Extending Web Platform to Build Online Places for Multiuser Interaction and Collaboration
MV Park – 2008 – nideffer.net
… [xxx] 2 http://www.moo.mud.org/ 3 http://www.secondlife.com/whatis/ Page 2 … 25 http://www.ccs.neu.edu/home/ivan/moo/lm_toc.html 26 http://wiki.secondlife.com/wiki/ LSL_Portal_Guidelines 27 http://wiki.laptop.org/go/Etoys 28 http://laptop.org/laptop Page 13 …
ELAI: Intelligent Agent adaptive to the Level of Expertise of students
F Herpich – 2015 – repositorio.ufsm.br
… In this way, through- out this paper it will be presented the development of intelligent agent called The Intelligent Agent adaptive to the Level of Expertise of Students, by using the Non Player Character (NPC) strategy existing on the virtual world platform … Artificial Intelligence …
User powered games for research
B Kirman, S Casey, S Lawson, D Rowland – 2008 – eprints.lincoln.ac.uk
… Circle” [29] of play exists separately from real-life and creates the ideal laboratory for the study of everything from Psychology to Artificial Intelligence … but this tends to be in spite of the game – there are no tools that allow them to create non-player characters, place monsters or …
Fantasy crime: The role of criminal law in virtual worlds
SW Brenner – Vand. J. Ent. & Tech. L., 2008 – HeinOnline
Page 1. VANDERBILT JOURNAL OF ENTERTAINMENT AND TECHNOLOGY LAW VOLUME 11 FALL2008 NUMBER 1 Fantasy Crime: The Role of Criminal Law in Virtual Worlds Susan W Brenner* ABSTRACT This Article analyzes …
Cheating and virtual crimes in massively multiplayer online games
R Joshi – Royal Holloway, 2008 – repository.royalholloway.ac.uk
… Quests are given to players by computer characters (also know as non-player characters). Completion of quests results in rewards, such as money, potions or weapons … This type of cheating relates to the ability of a player to use artificial intelligence in some online games …
Using synthetic worlds for work and learning
U Schultze, SR Hiltz, B Nardi, J Rennecker… – Communications of the …, 2008 – aisel.aisnet.org
… Second Life Second Life (www.Secondlife.com) is perhaps one of the most “emergent” of the currently available virtual worlds. Created by Linden Lab (www.Lindenlab.com), the content and activity within the world depend almost entirely on user contributions …
Výukové scéná?e v projektu Pogamut
R Vansa – 2009 – dspace.cuni.cz
… The tested 1 NPC – non player character 8 Page 9 … Agent is any being “living” in the simulated virtual reality. • Bot is an agent that is controlled by artificial intelligence (AI). • Game is third-party virtual reality that Pogamut connects to. These …
The Social Metaverse: Battle for Privacy
B Falchuk, S Loeb, R Neff – IEEE Technology and Society …, 2018 – ieeexplore.ieee.org
… of all virtual worlds, augmented reality, and the Internet.” We use the term social metaverse to describe the above sorts of virtual realities in which a central purpose is socialization and interaction with other ava- tars — including both players and non-player characters (NPC’s) …
VirtualPREX: Innovative assessment using a 3D virtual world with pre-service teachers
S Gregory, B Dalgarno, G Crisp, T Reiners… – … Government Office for …, 2013 – academia.edu
… This is obtained by videoing inworld activities and creating video non-?player character is an avatar … themselves or interacting with other students, academics and/or bots (non-?player characters which enable … and can be found in Second Life at <maps.secondlife.com/secondlife …
Gamework–A Framework Approach for Customizable Pervasive Applications
C Stach – International Journal of Computer Information Systems …, 2012 – mirlabs.net
… As most of the current pervasive games do not support NPCs (non-player characters), we can ignore dynamic (AI) adap- tion techniques, as … known and are well-accepted in other Computer Science research areas, eg, using soccer playing robots in artificial intelligence as the …
The possibilities and limitations of teaching through multi user virtual environments
N Amundsen – 2011 – diva-portal.org
… When examined, the Non Player Character (NPC) from the scenario in Figure 1 provides the name of Robin Winter as its creator … [21] In Professor Rose’s dissertation, she explains that the Pandorabots uses an Artificial Intelligence Markup Language (AIML) and works through …
A study of adaptive learning for educational game design
ED Lavieri Jr – 2014 – search.proquest.com
… Metacognition: a person’s knowledge of what they know and how they know it. Non-Player Character (NPC): a type of computer game character that is … For example, in-game non- player characteristics (eg physiologic status) can be monitored by artificial intelligence …
Activity in Context-Planning to Keep Learners’ in the Zone’for Scenario-based Mixed-Initiative Training
A Tate – MSc in e-Learning Dissertation, Moray House School …, 2012 – atate.org
… 34 10.5 Level 2b: Embodiment of Non-Player Characters (NPC) 34 … 37 11.1 Non-Player Character (NPC) Technology 37 … The area of study involves a very broad field with a vast existing literature in cognitive psychology, pedagogy and artificial intelligence …
Facial Animation using Intelligent Agents: Embedding Reactive Behaviours on Virtual Characters
HM dos Reis Pereira – 2012 – repositorio-aberto.up.pt
… scripted events. Some other objects of the game, however, do not have any influence over the non-player characters (NPC). When the player fires a magical fireball just over the NPCs heads they will not even blink to it. 1.1 Motivation …
Enhancing Trustability in MMOGs Environments
RJM de Almeida Costa – 2017 – search.proquest.com
… Enhancing Trustability in MMOGs Environments Acronyms AI Artificial Intelligence AoI Area of Interest … MUVEs Multi-user virtual environments NPC Non player characters (automated avatars controlled by the service provider) ODR Online dispute resolution P2P Peer-to-Peer …
Norm Awareness for Virtual Characters Behaviour
JH Lee – 2015 – core.ac.uk
… 53 3-4 Basic Operation between SecondLife BotandBathSensorFramework . 54 4-1 DNA3 SystemOverview … This implies that if we wish the behaviour of virtual characters (eg non-player characters (NPCs)) to resemble human behaviour more closely, then it is desirable …
Qualifying Dissertation Directed Emergent Drama
M Arinbjarnar – 2008 – researchgate.net
… Still lacking in these virtual worlds is a fully interactive drama where the drama emerges around the actions of the player and Non-Player Characters (NPCs), adhering to a specific genre and containing a dramatic arc, where the player is the protagonist or at least a key …
A Coordinated Reinforcement Learning Framework for Multi-Agent Virtual Environments
WJ Sause – 2013 – search.proquest.com
… Maher, 2009). Finite state machine – A set of internal states and transitions used as a non-player character’s reasoning process (Merrick & Maher, 2009) … Page 18. 8 Non-player characters – Characters in virtual worlds that use artificial intelligence to …
Immersive Virtual Reality as an Effective Tool for Second Language Vocabulary Learning
J Legault, J Zhao, YA Chi, W Chen, A Klippel, P Li – Languages, 2019 – mdpi.com
… The VE learning used SecondLife, a popular online gaming and social network platform that allowed participants to create their own avatar, move in a 3D space, and click on items to hear their corresponding Chinese word …
Motivated reinforcement learning: curious characters for multiuser games
KE Merrick, ML Maher – 2009 – books.google.com
… 4.1.1 Psychological Flow …..72 4.1.2 Structural Flow…..73 4.2 Formalising Non-Player Character Behaviour…..73 … In these virtual worlds, non-player characters use artificial intelligence to take …
Extending Virtual Worlds: Advanced Design for Virtual Environments
AL Cudworth – 2016 – taylorfrancis.com
… 262 12.4.1 Building with Fractals in Second Life ….. 262 12.4.2 Non-Player Characters (NPCs) and Clones as Procedural Content … 277 13.3.2.1 Presence, Artificial Intelligence, and Henry the Hedgehog …
SmilieFace: an innovative affective messaging application to enhance social networking
D McMeekin – 2013 – espace.curtin.edu.au
Page 1. Department of Computing SmilieFace: An Innovative Affective Messaging Application to Enhance Social Networking Hengky This thesis is presented for the Degree of Master of Philosophy (Computer Science) of Curtin University July 2013 Page 2 …
Artificial Intelligence: Robots, avatars, and the demise of the human mediator
DA Larson – Ohio St. J. on Disp. Resol., 2010 – HeinOnline
… necessary is becoming less relevant, and the term “avatar” now includes non-player characters in three … I Artificial intelligence useful for dispute resolution problem solving may exist only as software … 3 See generally Second Life, http://secondlife.com/ (last visited October 2, 2009 …
Worlds for study: Invitation-virtual worlds for studying real-world business (and law, and politics, and sociology, and….)
RJ Bloomfield – Available at SSRN 988984, 2007 – papers.ssrn.com
… beasts that roam the land. The beasts are controlled by artificial intelligence designed by WoW’s developer, Blizzard Entertainment, and are often referred to as non-player characters (NPCs). (Since I had chosen the “normal …
Design and prototypical development of a mechanism for delay-minimization of interacting participants of a distributed virtual environment
M Helling – 2009 – Citeseer
… of personal computers, game developers always strived for better graphical capabil- ities, more realistic physical calculations and more beliavable artificial intelligence to enhance the immersion of their attainable audience. Over the decades, computer …
As You Like It: What Media Psychology Can Tell Us About Educational Game Design
SB Linek – Handbook of Research on Improving Learning and …, 2011 – igi-global.com
… preference for a naturalistic and colored non-player character (Linek et al., 2007) … Like pointed out, research on PAs and ME could be easily used for designing the non-player character (NPC) that provides guidance and takes the role of the teacher within an educational game …
Interfaces of Performance
M Deegan, L Hughes, MH Short, A Prescott – 2012 – books.google.com
… Intermenttikka, Igor Štromajer and Brane Zorman, Seoul, 2008 12.11 Ballettika Internettikka Intermenttikka, Igor Štromajer andBrane Zorman, Seoul, 2008 13.1 Screen Image: Limerence strikes in Second Life 13.2Screen Image: Avatarsin lovein SecondLife 13.3Screen Image …
Learning in immersive worlds: A review of game-based learning
S De Freitas – 2006 – researchrepository.murdoch.edu.au
… of a game engine is the rendering engine for 2D or 3D graphics, in addition the game engine includes a scene graph and a physics engine which allows for collision detection, audio, scripting scenes, animation of scenes, a level of incorporated artificial intelligence (AI) and …
Cheating In Online Video Games
SA Tolbaru – di.ku.dk
… Non-human character = in game characters controlled exclusively by artificial intelligence, in role playing games they are also called NPCs (Non Player Characters) (Ellison, 2008) Gaming (user) experience = ?a momentary, primarily evaluative feeling (good-bad) while …
Multiplayer Game Development Approaches for Student Integration in Universities
AC Rodrigues – 2011 – repositorio-aberto.up.pt
… AAA Triple A Title HUD Heads-Up Display NPC Non-Player Character OOP Object Oriented … Prove of that are the long list of non-player characters and the narrative … a complete editing environment, real-time shaders, real world physics, artificial intelligence, cinematic animation …
T2. 6: Assessment Research Field Report
P Moreno-Ger, B Fernández-Manjón, S Arnab… – 2011 – Citeseer
Page 1. GaLA Game and Learning Alliance The European Network of Excellence on Serious Games 1/68 Deliverable n. D2.1 T2.6: Assessment Research Field Report WORK PACKAGE NUMBER WP 2 TASK NUMBER T 2.6 …
Virtual sociocultural convergence
WS Bainbridge – 2016 – Springer
… The research areas of Mateas are “Computational media and the intersection of artificial intelligence, art and design” [ 11] … Center for Complexity, Moreno met a young lady named Helen, who was not the avatar of a person, but what gamers call a non-player character or NPC …
How can video games be utilised for learning?
N Bott – natbott.com
… game worlds. They are controlled by artificial intelligence (AI) and may be hostile or passive towards the player … collaborative storyline in one game world. NPC Non-Player Characters. NPCs are any characters that are not controlled by the player or player(s) …
The Personality Module. How Can Personality Affect Agents In a Turn-Based Strategy Game?
H Nes, AJ Jensen – 2008 – bora.uib.no
… worlds. Artificial intelligence in games is usually used to create the player’s opponents … Some examples of where AI often is used are: – Car games: AI is used to keep races close – Shooter games: AI is used for non-player characters to react on players movement and actions …
Framing Second Life for Use in Higher Education: An Analysis of EDUCAUSE Review
KW Bowers, DZ Davis, JC Neely – Citeseer
Page 136. The Journal of Virtual Worlds and Education 136 Framing Second Life for Use in Higher Education: An Analysis of EDUCAUSE Review and The Chronicle of Higher Education by K. Westmoreland Bowers University …
Collaborative narrative generation in persistent virtual environments
N Madden – 2009 – eprints.nottingham.ac.uk
… Firstly, the game provides for medium-scale environments of reasonable complexity, supporting a variety of different interactions between players and non-player characters. The game has also been developed to support multi-player, persistent game worlds, where up to …
The New Digital Natives
A Dingli, D Seychell – Cutting the Chord. Berlin/Heidelberg, 2015 – Springer
… Excellence. He also worked in various software houses and with large scale telecommunication companies. Professor Alexiei Dingli is a Lecturer of Artificial Intelligence within the Faculty of ICT at the University of Malta. He …
Automatic graphics and game content generation through evolutionary computation
E Hastings – 2009 – stars.library.ucf.edu
Page 1. University of Central Florida Electronic Theses and Dissertations Doctoral Dissertation (Open Access) Automatic Graphics And Game Content Generation Through Evolutionary Computation 2009 Erin Hastings University of Central Florida …
Virtual worlds vs books and videos in history education
K Ijaz, A Bogdanovych, T Trescak – Interactive Learning …, 2017 – Taylor & Francis
… One of the key elements of success of such virtual worlds is the use of artificial intelligence (AI)-controlled avatars (virtual agents) capable of engaging with stu- dents and providing them with interactive mentoring … Barab et al. (2007) provide non-player characters with static …
Immersive Simulation Games: A case study of learning in a 3D multi-user virtual environment
JYAPYIN GWEE – 2012 – scholarbank.nus.edu.sg
… massively multiplayer online role-playing where game players control a fantasy character avatar within a game world in third- or first-person view, exploring the landscape, fighting various monsters, completing quests, and interacting with non-player characters (NPCs) or other …
Learners’ experience of presence in Virtual Worlds
M Childs – 2010 – oro.open.ac.uk
Page 1. Open Research Online The Open University’s repository of research publications and other research outputs Learners’ Experience of Presence in Virtual Worlds Thesis How to cite: Childs, Mark (2010). Learners’ Experience of Presence in Virtual Worlds …
Voluntary Movement in Architectural Representation: The Exploration of Video Game Technology in Architecture
DM Dwityabaswara – 2008 – rave.ohiolink.edu
… _____ 33 Figure 13 – Warrior Within Action (Ubisoft, 2004) _____ 34 Figure 14 – FEAR Artificial Intelligence (Ocampo, 2005) _____ 36 Figure 15 …
iWorlds: Generating artificial control systems for simulated humans using virtual worlds and intelligent environments
M Davies, V Callaghan – Journal of Ambient Intelligence and …, 2012 – content.iospress.com
… Therefore, in a controller for a mobile non- player characters (NPC) inhabiting a virtual world … project has chosen to focus primarily on how the new artificial intelligence mechanism can … of different contexts relating to how a computer controlled non- player character (NPC) could …
Virtual institutions
A Bogdanovych – 2007 – opus.lib.uts.edu.au
… 9 Principle . . . . . 44 10 MultiagentSystems . . . . . 45 11 Distributed Artificial Intelligence . . . . . 45 12 Normative Multiagent Systems . . . . . 46 13 Institutions …
Virtual Humans: Today and Tomorrow
D Burden, M Savin-Baden – 2019 – books.google.com
… Chatbot 167 Personal Virtual Assistant 168 Virtual Tutor 168 Virtual Non-Player Character 168 Virtual … Authors David Burden has been involved in artificial intelligence (AI), virtual reality (VR … coaches, digital twins and virtual personas, and even the non-player characters in some …
Virtual Marketing Mix: Marketing applied for Virtual Goods in F2P Games.
F Gwosdz – entrepreneur-to-hire.com
Page 1. Virtual Marketing Mix 1 Virtual Marketing Mix: Marketing applied for Virtual Goods in F2P Games. Master Thesis Master of Business Program International Business and Leadership at the Professional School of the University of Applied Sciences Kempten …
Second Life as an Emerging Platform for Intercultural Education
A Pohlke, E Weg – MA-Arbeit (Erz. wiss.) FU Berlin, 2007 – academia.edu
… 21 Rymaszewski p6. 22 Most recent user statistics and economical data on Second Life is provided up to date on the official website at http://secondlife.com/whatis/economy_stats.php … 25 http://secondlife.com/businesseducation/education.php; retrieved on July 17th 2007 …
Usage of Multi User Online Computer Games as a Simulation Platform in the Disaster and Emergency Management Arena
I Schwartz – 2010 – ir.canterbury.ac.nz
… AI Artificial Intelligence. A computer program capable of autonomous decision taking upon input data. In the context of this research: a computerized individual … NPC Non Player Character. An artificially generated character that can take a human or another form …
Identifying contemplative intensity in cognitive architectures for virtual-agent minds
J Turner – 2018 – summit.sfu.ca
… Artificial Intelligence Artificial Universal Super-intelligence Artificial Life Artificial Neural Networks Central Processing Unit Graphics Processing Unit Knowledge Base Knowledge Representation Monte Carlo (algorithm) Markov Decision Process Non-Player Character …
The use of ICT for the assessment of key competences
C Redecker – Joint Research Centre of the European …, 2013 – s-jrcsvqpx101p.jrc.es
Page 1. Report EUR 25891 EN 2013 Christine Redecker The Use of ICT for the Assessment of Key Competences Page 2. European Commission Joint Research Centre Institute for Prospective Technological Studies Contact information Address: Edificio Expo …
CTECHNICA
A VIRTUALITY – jultika.oulu.fi
Page 1. UNIVERSITATIS OULUENSIS ACTA CTECHNICA UNIVERSITATIS OULUENSIS ACTA CTECHNICA OULU 2015 C 531 Matti Pouke AUGMENTED VIRTUALITY TRANSFORMING REAL HUMAN ACTIVITY INTO VIRTUAL ENVIRONMENTS …
Scalability Solutions For 3-D Multi-User Virtual Worlds
A Kämäräinen – 2014 – jultika.oulu.fi
Page 1. DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Ali Kämäräinen SCALABILITY SOLUTIONS FOR 3-D MULTI- USER VIRTUAL WORLDS Master’s Thesis Degree Programme in Information Networks May 2014 Page 2 …
The Impact of Selective Attention and Action on Episodic Memory
X Laurent – 2013 – core.ac.uk
… Laurent, X. (2008). Virtual Environments Meet Artificial Intelligence, Presentation given at … the Singularity (eg Kurzweil, 2005), which assumes that humans, with the help of improved technology, will manage to produce human-level Artificial Intelligence or even higher types …
Designing for learning: Multiplayer digital game learning environments
C Kim – 2010 – escholarship.org
… experiences in learning, (e) a discussion of the important role of non-player character in new … 7 Non-Player Characters (NPCs) are characters that are not controlled by the player … are developed by the game developer and controlled by the game’s artificial intelligence (AI) engine …
Improving awareness of intelligent virtual agents
RADS Ranathunga, S Ranathunga – 2013 – ourarchive.otago.ac.nz
… in Valencia, Spain. I would also like to thank the anonymous reviewers at the Journal of Ap- plied Artificial Intelligence, and AAMAS 2011/2012 conferences and asso … Intelligence (AI) technologies to implement only a sub-set of these IVA capabilities, while ignoring others …
Fire Safety and Emergency Evacuation Training for Occupants of Building Using 3D Virtual Simulation
S Bhide – 2017 – etd.fcla.edu
Page 1. FIRE SAFETY AND EMERGENCY EVACUATION TRAINING FOR OCCUPANTS OF BUILDING USING 3D VIRTUAL SIMULATION by SAYLI BHIDE BE University of Mumbai, 2009 MS University of Central Florida, 2014 …
Newromancer: Cyberspace and Utopia
J HEJRAL – 2009 – is.muni.cz
Page 1. Masaryk University Faculty of Arts Department of English and American Studies English Language and Literature Bc. Jan Hejral “New Romancer”: Cyberspace and Utopia Master’s Diploma Thesis Supervisor: Doc. Tomáš Pospíšil, Ph.D. 2008 Page 2 …
A survey of peer-to-peer overlay approaches for networked virtual environments
E Buyukkaya, M Abdallah, G Simon – Peer-to-peer networking and …, 2015 – Springer
… A typical virtual world is made up of immutable objects (eg, terrain geometry, textures), mutable objects (eg, food, weapons, tools), characters controlled by players (ie, avatars) and non-player characters controlled by automated algorithms [24] …
Dynamic aspects of character rendering in the context of multimodal dialog systems
YA Jung – 2011 – tuprints.ulb.tu-darmstadt.de
… Besides mod- eling the “mind” and creating intelligent communication behavior on the encoding side, which is an active field of research in artificial intelligence, the visual representation of a character including its perceivable behavior (from a decoding perspective), such as fa …
Fun and Pleasure in Interactive Technology
BR Boyd – 2013 – era.library.ualberta.ca
Page 1. University of Alberta Fun and Pleasure in Interactive Technology by Brandon Riley Boyd A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts Humanities Computing …
Tracking the emergent properties of the collaborative online story” Deus City” for testing the standard model of alternate reality games
AL Brackin, T Linehan, D Terry, M Waligore… – 2008 – Citeseer
Page 1. TRACKING THE EMERGENT PROPERTIES OF THE COLLABORATIVE ONLINE STORY “DEUS CITY” FOR TESTING THE STANDARD MODEL OF ALTERNATE REALITY GAMES by Adam Lloyd Brackin APPROVED BY SUPERVISORY COMMITTEE …
Eliya Buyukkaya, Maha Abdallah &
G Simon – Citeseer
… A typical virtual world is made up of immutable objects (eg, terrain geometry, textures), mutable objects (eg, food, weapons, tools), characters controlled by players (ie, avatars) and non-player characters controlled by automated algorithms [24] …
Deus Ex Machinima: A Rhetorical Analysis of User-Generated Machinima
S Callot – 2009 – tigerprints.clemson.edu
… of game content with narrative machinima content. Call of Duty 4: Modern Warfare most notably combines in-game narrative, effectively placing the player’s avatar in the middle of a swirling war between strong non-player characters. The player is a critical …
3D collaborative virtual learning environments: educational game creation for teaching Latin in a flipped classroom
? ??????? – 2017 – dspace.lib.uom.gr
… Figure 13: Example of interactive exercise. Figure 14: Choosing the right grammar ending by clicking on the right dove Figure 15: Interaction with non-player characters Figure 16: The Edunations Island Figure 17: Reassembling a tree house following instructions …
Game mods
E Champion – Design, theory and criticism, 2012 – thoughtmesh.net
… In arstechnica. [Electronic version]. Retrieved 1 May 2012, from http://arstechnica.com/ uncategorized/2002/04/2200-2/. Losh, E. (2007). Artificial Intelligence, Media Illiteracy and the SonicJihad. Debacle in Congress. In Media / Culture Journal, 10(5). [Electronic version] …
Social Spatial Behavior for 3D Virtual Characters
N Karimaghalou – 2013 – summit.sfu.ca
… planned rather than reactive • Building a social navigation model capable of generating human-like social grouping behavior for non-player characters in stationary to semi-stationary social game scenes • Building group-leaving …
Classroom Simulation for Trainee Teachers Using 3D Virtual Environments and Simulated Smartbot Student Behaviours
FM Alotaibi – 2014 – dora.dmu.ac.uk
Page 1. Classroom Simulation for Trainee Teachers Using 3D Virtual Environments and Simulated Smartbot Student Behaviours PhD Thesis Fahad Mazaed Alotaibi P09001900 This thesis is submitted in partial fulfillment of the requirements for the …
In-and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role …
JM Hollister – ProQuest LLC, 2016 – diginole.lib.fsu.edu
… Pearce, and Taylor (2012) characterize virtual worlds, such as Second Life (SL; http://secondlife. com/), as virtual environments that are: (1) places with a sense of worldness; … cooperating with, other players and the artificial intelligence of the game to achieve goals …