Skip to main content

A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments

  • Chapter
Intelligent Computer Graphics 2010

Abstract

This paper investigates a range of challenges faced in the design of a serious game aimed at teaching history in situ, through the use of an immersive, open virtual environment. In the context of this paper, such an environment is described as an exploratory, expansive virtual world within which a user may interact in a non-linear and situated fashion with the virtual characters that populate it. The main contribution of this paper consists of the introduction of the Levels of Interaction (LoI) framework, designed to assist in the creation of multiple forms of interaction between a user-driven avatar and synthetic characters. The LoI approach addresses the necessity for balancing computational efficiency with the need to provide believable and interactive virtual characters, allowing varying degrees of visual, interactive and behavioural fidelity. The Roma Nova project demonstrates a first implementation of the concept, showing in practice how the LoI are likely to foster more natural interactions between the player and the non-playing characters.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., Freitas, S.d.: Serious games in cultural heritage. In: 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST 2009), VAST-STAR, Short and Project Proceedings, Malta, pp. 29–48 (2009)

    Google Scholar 

  2. Badler, N., Bindiganavale, R., Allbeck, J., Schuler, W., Zhao, L., Palmer, M.: Parameterized action representation for virtual human agents. In: Embodied Conversational Agents, pp. 256–284 (2000)

    Google Scholar 

  3. Beeharee, A.K., West, A.J., Hubbold, R.: Visual attention based information culling for distributed virtual environments. In: VRST 2003: Proceedings of the ACM symposium on Virtual reality software and technology, pp. 213–222. ACM, New York (2003)

    Chapter  Google Scholar 

  4. Bevacqua, E., Mancini, M., Niewiadomski, R., Pelachaud, C.: An expressive eca showing complex emotions. In: AISB 2007 Annual convention, workshop Language, Speech and Gesture for Expressive Characters, Newcastle, UK, pp. 208–216 (2007)

    Google Scholar 

  5. Bevacqua, E., Mancini, M., Pelachaud, C.: A listening agent exhibiting variable behaviour. In: Prendinger, H., Lester, J.C., Ishizuka, M. (eds.) IVA 2008. LNCS (LNAI), vol. 5208, pp. 262–269. Springer, Heidelberg (2008)

    Chapter  Google Scholar 

  6. Csikszentmihalyi, M., Kubey, R.: Television and the rest of life: A systematic comparison of subjective experience. Public Opinion Quarterly 45(3), 317–328 (1981)

    Article  Google Scholar 

  7. Doswell, J.T.: Pedagogical embodied conversational agent. In: IEEE International Conference on Advanced Learning Technologies, pp. 774–776 (2004)

    Google Scholar 

  8. Dunwell, I., Whelan, J.C.: Spotlight interest management for distributed virtual environments. In: Proceedings of 14th Eurographics Symposium on Virtual Environments, Eindhoven, NL (2008)

    Google Scholar 

  9. Farenc, N., Boulic, R., Thalmann, D.: An informed environment dedicated to the simulation of virtual humans in urban context. In: Eurographics, pp. 309–318 (1999)

    Google Scholar 

  10. de Freitas, S., Neumann, T.: The use of ’exploratory learning’ for supporting immersive learning in virtual environments. Computers and Education 52(2), 343–352 (2009)

    Article  Google Scholar 

  11. Greenhalgh, C., Benford, S.: MASSIVE: a collaborative virtual environment for teleconferencing. ACM Trans. Comput.-Hum. Interact. 2(3), 239–261 (1995)

    Article  Google Scholar 

  12. Guidi, G., Frischer, B.: Virtualizing ancient rome: 3d acquisition and modeling of a large plaster-of-paris model of imperial rome. In: Videometrics VIII, San Jose, California, USA, pp. 119–133 (2005)

    Google Scholar 

  13. Hegeas, L., Luciani, A., Thollot, J., Castagné, N.: A physically-based particle model of emergent crowd behaviours. In: Proceedings of Graphicon (2003)

    Google Scholar 

  14. Hoppe, H.: Progressive meshes. In: SIGGRAPH 1996: Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, pp. 99–108. ACM, New York (1996)

    Chapter  Google Scholar 

  15. http://unity3d.com/

  16. Kim, H., Di Giacomo, T., Egges, A., Lyard, E., Garchery, S., Magnenat-Thalmann, N.: Believable virtual environment: Sensory and perceptual believability. Believability in Virtual Environments and Emotion Simulation (2000)

    Google Scholar 

  17. Lightfoot, T., Milne, G.: Modelling emergent crowd behaviour. In: The Australian Conference on Artificial Life (ACAL), pp. 159–169. University of New South Wales, Canberra (2003)

    Google Scholar 

  18. Luebke, D., Watson, B., Cohen, J.D., Reddy, M., Varshney, A.: Level of Detail for 3D Graphics. Elsevier Science Inc., New York (2002)

    Google Scholar 

  19. MacNamee, B., Dobbyn, S., Cunningham, P., O’Sullivan, C.: Men behaving appropriately: Integrating the role passing technique into the aloha system. In: Proceedings of the AISB 2002, pp. 59–62 (2002)

    Google Scholar 

  20. Magnenat-Thalmann, N., Foni, A.E., Cadi-Yazli, N.: Real-time animation of ancient roman sites. In: GRAPHITE 2006: Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia, pp. 19–30. ACM, New York (2006)

    Chapter  Google Scholar 

  21. Mam, J., Haegler, S., Yersin, B., Müller, P., Thalmann, D., Van Gool, L.: Populating Ancient Pompeii with Crowds of Virtual Romans. In: Proceedings of the 8th International Symposium on Virtual Reality, Archeology and Cultural Heritage - VAST (2007)

    Google Scholar 

  22. McDonnell, R., Larkin, M., Dobbyn, S., Collins, S., O’Sullivan, C.: Clone attack! perception of crowd variety. In: SIGGRAPH 2008: ACM SIGGRAPH 2008 papers, pp. 1–8. ACM, New York (2008)

    Chapter  Google Scholar 

  23. O’Sullivan, C., Cassell, J., Vilhjalmsson, H., Dingliana, J., Dobbyn, S., McNamee, B., Peters, C., Giang, T.: Levels of detail for crowds and groups. Computer Graphics Forum 21(4), 733–742 (2002)

    Article  Google Scholar 

  24. Panzoli, D., Peters, C., Dunwell, I., Sanchez, S., Petridis, P., Protopsaltis, A., Scesa, V., de Freitas, S.: Levels of interaction: A user-guided experience in large-scale virtual environments. In: IEEE 2nd International Conference in Games and Virtual Worlds for Serious Applications (VS GAMES 2010), Braga, Portugal, pp. 87–90 (2010)

    Google Scholar 

  25. Panzoli, D., Qureshi, A., Dunwell, I., Petridis, P., de Freitas, S., Rebolledo-Mendez, G.: Levels of interaction (loi): a model for scaffolding learner engagement in an immersive environment. In: Tenth International Conference on Intelligent Tutoring Systems: Bridges to Learning, Pittsburgh, pp. 821–823 (2010)

    Google Scholar 

  26. Pausch, R., Proffitt, D., Williams, G.: Quantifying immersion in virtual reality. In: Proceedings of the 24th annual conference on Computer graphics and interactive techniques, pp. 13–18. ACM Press/Addison-Wesley Publishing Co. (1997)

    Google Scholar 

  27. Peters, C.: Direction of attention perception for conversation initiation in virtual environments. LNCS, pp. 215–228 (2005)

    Google Scholar 

  28. Peters, C., Ennis, C.: Modeling groups of plausible virtual pedestrians. IEEE Computer Graphics and Applications 29(4), 54–63 (2009)

    Article  Google Scholar 

  29. Petridis, P., Dunwell, I., de Freitas, S., Panzoli, D.: An engine selection framework for high fidelity serious games. In: The 2nd International Conference on Games and Virtual Worlds for-Serious-Applications (VSgames 2010), Braga, Portugal (2010)

    Google Scholar 

  30. Pettré, J., Ciechomski, P.d.H., Maïm, J., Yersin, B., Laumond, J.P., Thalmann, D.: Real-time navigating crowds: scalable simulation and rendering: Research articles. Comput. Animat. Virtual Worlds 17(3-4), 445–455 (2006)

    Article  Google Scholar 

  31. Reynolds, C.W.: Flock, herds ans schools: a distributed behavioural model. In: SIGGRAPH 1987. Computer Graphics, vol. 21(4), pp. 25–34. ACM Press, Anaheim (1987)

    Chapter  Google Scholar 

  32. Robertson, G., Czerwinski, M., Van Dantzich, M.: Immersion in desktop virtual reality. In: Proceedings of the 10th annual ACM symposium on User interface software and technology, pp. 11–19. ACM Press, New York (1997)

    Chapter  Google Scholar 

  33. Sanchez, S., Luga, H., Duthen, Y., Balet, O.: Bringing autonomy to virtual characters. In: Ramos, F.F., Unger, H., Larios, V. (eds.) ISSADS 2004. LNCS, vol. 3061, Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  34. Shao, W., Terzopoulos, D.: Autonomous pedestrians. Graph. Models 69(5-6), 246–274 (2007)

    Article  Google Scholar 

  35. Waldau, N., Gattermann, P., Knoflacher, H., Schreckenberg, M. (eds.): Pedestrian and Evacuation Dynamics. Springer, Heidelberg (2007)

    MATH  Google Scholar 

  36. http://www.romereborn.virginia.edu

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Panzoli, D. et al. (2010). A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments. In: Plemenos, D., Miaoulis, G. (eds) Intelligent Computer Graphics 2010. Studies in Computational Intelligence, vol 321. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-15690-8_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-15690-8_7

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-15689-2

  • Online ISBN: 978-3-642-15690-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics