Better acting in computer games

The use of procedural methods

Research output: Contribution to journalArticle

Abstract

"Acting" in computer games is not the same as acting in film or theatre - it does not engage us on as deep a level. This difference currently limits the expressivity of games as a medium. We discuss how procedural techniques may change this. In this paper, I briefly review my investigations into procedural methods in computer graphics texture modeling and rendering. Then I show how this approach can be applied to the problem of creating more believable virtual acting for interactive computer-based media, and review some of my experiments in this area. Finally, I outline where I believe this field needs to go in order to be successful, going forward, for enabling better interactive storytelling.

Original languageEnglish (US)
Pages (from-to)3-11
Number of pages9
JournalComputers and Graphics (Pergamon)
Volume26
Issue number1
DOIs
StatePublished - Feb 2002

Fingerprint

Computer games
Computer Games
Interactive Storytelling
Theaters
Computer graphics
Rendering
Texture
Textures
Game
Modeling
Experiment
Experiments
Review
Rendering (computer graphics)

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Geometry and Topology
  • Modeling and Simulation

Cite this

Better acting in computer games : The use of procedural methods. / Perlin, Kenneth.

In: Computers and Graphics (Pergamon), Vol. 26, No. 1, 02.2002, p. 3-11.

Research output: Contribution to journalArticle

@article{d12ee3c26a9f4f4aac46c96ce45b5884,
title = "Better acting in computer games: The use of procedural methods",
abstract = "{"}Acting{"} in computer games is not the same as acting in film or theatre - it does not engage us on as deep a level. This difference currently limits the expressivity of games as a medium. We discuss how procedural techniques may change this. In this paper, I briefly review my investigations into procedural methods in computer graphics texture modeling and rendering. Then I show how this approach can be applied to the problem of creating more believable virtual acting for interactive computer-based media, and review some of my experiments in this area. Finally, I outline where I believe this field needs to go in order to be successful, going forward, for enabling better interactive storytelling.",
author = "Kenneth Perlin",
year = "2002",
month = "2",
doi = "10.1016/S0097-8493(01)00173-X",
language = "English (US)",
volume = "26",
pages = "3--11",
journal = "Computers and Graphics",
issn = "0097-8493",
publisher = "Elsevier Limited",
number = "1",

}

TY - JOUR

T1 - Better acting in computer games

T2 - The use of procedural methods

AU - Perlin, Kenneth

PY - 2002/2

Y1 - 2002/2

N2 - "Acting" in computer games is not the same as acting in film or theatre - it does not engage us on as deep a level. This difference currently limits the expressivity of games as a medium. We discuss how procedural techniques may change this. In this paper, I briefly review my investigations into procedural methods in computer graphics texture modeling and rendering. Then I show how this approach can be applied to the problem of creating more believable virtual acting for interactive computer-based media, and review some of my experiments in this area. Finally, I outline where I believe this field needs to go in order to be successful, going forward, for enabling better interactive storytelling.

AB - "Acting" in computer games is not the same as acting in film or theatre - it does not engage us on as deep a level. This difference currently limits the expressivity of games as a medium. We discuss how procedural techniques may change this. In this paper, I briefly review my investigations into procedural methods in computer graphics texture modeling and rendering. Then I show how this approach can be applied to the problem of creating more believable virtual acting for interactive computer-based media, and review some of my experiments in this area. Finally, I outline where I believe this field needs to go in order to be successful, going forward, for enabling better interactive storytelling.

UR - http://www.scopus.com/inward/record.url?scp=0036469975&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=0036469975&partnerID=8YFLogxK

U2 - 10.1016/S0097-8493(01)00173-X

DO - 10.1016/S0097-8493(01)00173-X

M3 - Article

VL - 26

SP - 3

EP - 11

JO - Computers and Graphics

JF - Computers and Graphics

SN - 0097-8493

IS - 1

ER -