Relevant content for the tag: gamesresearch

Publications

A Case Study of Expression-based Creation within 3D Virtual Communities
Journal Article: International Journal of Web-Based Communities, 2010
In press

S. DiPaola, J. Turner

Inderscience Publishers


A Methodology for Incorporating Personality Modeling in Believable Game Characters
Conference Proceedings: International Conference on Games Research and Development (CyberGames), 2008
8 pages

V. Zammitto, S. DiPaola, A. Arya

Beijing, China


A Framework for Socially Communicative Faces in Games and Interactive Applications
Conference Proceedings: Conference on Future Play '07, 2007
pp 129-136

S. DiPaola, A. Arya

Toronto, Canada

ACM


https://ivizlab.org/wp-content/uploads/sites/2/2017/09/jimagvideo2007T.jpg

Multi-Space Behavioural Model for Face-based Affective Social Agents
Journal Article: Journal of Image and Video Processing, Special Issue on Facial Image Processing, 2007
Vol. 2007, Article ID 48757, pp 1-12

A. Arya, S. DiPaola

Blending Science Knowledge and AI Gaming Techniques for Experiential Learning
Conference Proceedings: Canadian Game Studies Association (CGSA), 2006
8 pages

S. DiPaola, C. Akai

Toronto, Canada


https://ivizlab.org/wp-content/uploads/sites/2/2017/09/sigedu2006T.jpg

Designing an adaptive multimedia interactive to support shared learning experiences
Conference Proceedings: ACM SIGGRAPH 2006 Educators Program, 2006
6 pages

S. DiPaola, C. Akai

Boston, USA

ACM


Research

faceToolKit - A 3D Facial ToolKit

Our long range research project is a visual development system for exploring face space, both in terms of facial types and animated expressions. This development toolkit is based on a hierarchical parametric approach. This approach gives us an additive language of hierarchical expressions, emotions and lip-sync sequences.


iFACE - Comprehensive Envir for Interactive Face Anim

Rapid of growth of visual communication systems, from video phones to virtual agents in games and web services, has a brought a new generation of multimedia systems that we refer to as face-centric. Such systems are mainly concerned with multimedia representation of facial activities.


A Social Metaphor-based Virtual Communities (voiceAvatar)

The design goal of this project was to develop avatars and virtual communities where the participants sense a tele-presence – that they are really there in the virtual space with other people. This collective sense of “being-there” does not happen over the phone or with teleconferencing; it is a new and emerging phenomenon, unique to 3D virtual communities.


GenFace - Exploring FaceSpace with Genetic Algorithms

Imagine an -dimensional space describing every conceivable humanoid face, where each dimension represents a different facial characteristic. Within this continuous space, it would be possible to traverse a path from any face to any other face, morphing through locally similar faces along that path. We will describe and demonstrate a development system we have created to explore what it means to ‘surf’through face space. We will present our investigation of the relationships between facial types and how this understanding can be used to create new communication and expression systems.