User model in multiplayer mixed reality entertainment applications

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 survey of the current researches on user model for adaptation and personalization of services and some empirical studies of user model in games and interactive narration. We propose three possible levels of the user model: generic, localized and personalized and three types of narration scheme. We will describe that the user model and narration schemes can be used in a mixed reality system.

[1]  Federico Peinado,et al.  Transferring Game Mastering Laws to Interactive Digital Storytelling , 2004, TIDSE.

[2]  Cristina Conati,et al.  Eye-tracking to model and adapt to user meta-cognition in intelligent learning environments , 2006, IUI '06.

[3]  Marc Cavazza,et al.  Character-Based Interactive Storytelling , 2002, IEEE Intell. Syst..

[4]  Nicolas Szilas,et al.  Authoring Highly Generative Interactive Drama , 2003, International Conference on Virtual Storytelling.

[5]  Karim Sehaba,et al.  Interactive Educational Games for Autistic Children with Agent-Based System , 2005, ICEC.

[6]  Gerhard Fischer,et al.  User modeling: the long and winding road , 1999 .

[7]  Staffan Björk,et al.  Designing Ubiquitous Computing Games – A Report from a Workshop Exploring Ubiquitous Computing Entertainment , 2002, Personal and Ubiquitous Computing.

[8]  David Garlan,et al.  Project Aura: Toward Distraction-Free Pervasive Computing , 2002, IEEE Pervasive Comput..

[9]  Norman I. Badler,et al.  Technologies for Interactive Digital Storytelling and Entertainment , 2004, Lecture Notes in Computer Science.

[10]  Wei Liu,et al.  Human Pacman: A Mobile Entertainment System with Ubiquitous Computing and Tangible Interaction over a Wide Outdoor Area , 2003, Mobile HCI.

[11]  Darryl Charles,et al.  Dynamic Player Modelling: A Framework for Player-Centered Digital Games , 2004 .

[12]  Peter Brusilovsky,et al.  Methods and techniques of adaptive hypermedia , 1996, User Modeling and User-Adapted Interaction.

[13]  Rosalind W. Picard,et al.  Affective-Cognitive Learning and Decision Making: A Motivational Reward Framework for Affective Agents , 2005, ACII.

[14]  Craig A. Lindley,et al.  The Gameplay Gestalt, Narrative, and Interactive Storytelling , 2002, CGDC Conf..

[15]  Brian McDonald,et al.  Intelligent Biofeedback using an Immersive Competitive Environment , 2001 .

[16]  Stéphane Natkin,et al.  Analysis of correspondences between real and virtual worlds in general public applications , 2005, International Conference on Computer Graphics, Imaging and Visualization (CGIV'05).

[17]  Rosalind W. Picard Affective Computing for HCI , 1999, HCI.

[18]  Padraig Cunningham,et al.  Case-Based Plan Recognition in Computer Games , 2003, ICCBR.

[19]  M. Weiser The Computer for the Twenty-First Century , 1991 .

[20]  Andrew Stern,et al.  Integrating Plot, Character and Natural Language Processing in the Interactive Drama Façade , 2003 .

[21]  Darryl Charles,et al.  AI: the Missing Link in Digital Game Interface Design? , 2004, ICEC.

[22]  Marko Turpeinen,et al.  System architecture for psychological customization of communication technology , 2004, 37th Annual Hawaii International Conference on System Sciences, 2004. Proceedings of the.

[23]  Gerhard Fischer,et al.  User Modeling in Human–Computer Interaction , 2001, User Modeling and User-Adapted Interaction.