Kristensen, Jeppe Theiss; Valdivia, Arturo; Burelli, Paolo Statistical Modelling of Level Difficulty in Puzzle Games Inproceedings pp. 1-8, IEEE, 2021, ISSN: 23254289. @inproceedings{Kristensen2021b, title = {Statistical Modelling of Level Difficulty in Puzzle Games}, author = {Jeppe Theiss Kristensen and Arturo Valdivia and Paolo Burelli}, url = {https://ieeexplore.ieee.org/document/9619050/}, doi = {10.1109/CoG52621.2021.9619050}, issn = {23254289}, year = {2021}, date = {2021-01-01}, journal = {2021 IEEE Conference on Games (CoG)}, volume = {2021-Augus}, pages = {1-8}, publisher = {IEEE}, abstract = {Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commonly used signals for content design and adaptation. In games that feature intermediate milestones, such as completable areas or levels, difficulty is often defined by the probability of completion or completion rate; however, this operationalisation is limited in that it does not describe the behaviour of the player within the area. In this research work, we formalise a model of level difficulty for puzzle games that goes beyond the classical probability of success. We accomplish this by describing the distribution of actions performed within a game level using a parametric statistical model thus creating a richer descriptor of difficulty. The model is fitted and evaluated on a dataset collected from the game Lily's Garden by Tactile Games, and the results of the evaluation show that the it is able to describe and explain difficulty in a vast majority of the levels.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commonly used signals for content design and adaptation. In games that feature intermediate milestones, such as completable areas or levels, difficulty is often defined by the probability of completion or completion rate; however, this operationalisation is limited in that it does not describe the behaviour of the player within the area. In this research work, we formalise a model of level difficulty for puzzle games that goes beyond the classical probability of success. We accomplish this by describing the distribution of actions performed within a game level using a parametric statistical model thus creating a richer descriptor of difficulty. The model is fitted and evaluated on a dataset collected from the game Lily's Garden by Tactile Games, and the results of the evaluation show that the it is able to describe and explain difficulty in a vast majority of the levels. |
Hald, Andreas; Hansen, Jens Struckmann; Kristensen, Jeppe; Burelli, Paolo Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks Inproceedings pp. 1-9, ACM, 2020, ISBN: 9781450388078. @inproceedings{Hald2020b, title = {Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks}, author = {Andreas Hald and Jens Struckmann Hansen and Jeppe Kristensen and Paolo Burelli}, url = {https://dl.acm.org/doi/10.1145/3402942.3409601}, doi = {10.1145/3402942.3409601}, isbn = {9781450388078}, year = {2020}, date = {2020-01-01}, journal = {International Conference on the Foundations of Digital Games}, pages = {1-9}, publisher = {ACM}, abstract = {In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden1. We extract two condition-vectors from the real levels in an effort to control the details of the GAN's outputs. While the GANs performs well in approximating the first condition (map-shape), they struggle to approximate the second condition (piece distribution). We hypothesize that this might be improved by trying out alternative architectures for both the Generator and Discriminator of the GANs.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden1. We extract two condition-vectors from the real levels in an effort to control the details of the GAN's outputs. While the GANs performs well in approximating the first condition (map-shape), they struggle to approximate the second condition (piece distribution). We hypothesize that this might be improved by trying out alternative architectures for both the Generator and Discriminator of the GANs. |
Kristensen, Jeppe Theiss; Valdivia, Arturo; Burelli, Paolo Estimating Player Completion Rate in Mobile Puzzle Games Using Reinforcement Learning Inproceedings pp. 636-639, IEEE, 2020, ISBN: 978-1-7281-4533-4. @inproceedings{Kristensen2020cogb, title = {Estimating Player Completion Rate in Mobile Puzzle Games Using Reinforcement Learning}, author = {Jeppe Theiss Kristensen and Arturo Valdivia and Paolo Burelli}, url = {https://ieeexplore.ieee.org/document/9231581/}, doi = {10.1109/CoG47356.2020.9231581}, isbn = {978-1-7281-4533-4}, year = {2020}, date = {2020-01-01}, journal = {2020 IEEE Conference on Games (CoG)}, pages = {636-639}, publisher = {IEEE}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
Kristensen, Jeppe Theiss; Burelli, Paolo Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games Inproceedings pp. 1-10, ACM, 2020, ISBN: 9781450388078. @inproceedings{Kristensen2020d, title = {Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games}, author = {Jeppe Theiss Kristensen and Paolo Burelli}, url = {https://dl.acm.org/doi/10.1145/3402942.3402944}, doi = {10.1145/3402942.3402944}, isbn = {9781450388078}, year = {2020}, date = {2020-01-01}, journal = {International Conference on the Foundations of Digital Games}, pages = {1-10}, publisher = {ACM}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
Korsgaard, Dannie; Bjørner, Thomas; Sørensen, Pernille Krog; Burelli, Paolo Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering Journal Article User Modeling and User-Adapted Interaction, 30 , pp. 81-125, 2020, ISSN: 0924-1868. @article{Korsgaard2020b, title = {Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering}, author = {Dannie Korsgaard and Thomas Bjørner and Pernille Krog Sørensen and Paolo Burelli}, url = {http://link.springer.com/10.1007/s11257-019-09252-5}, doi = {10.1007/s11257-019-09252-5}, issn = {0924-1868}, year = {2020}, date = {2020-01-01}, journal = {User Modeling and User-Adapted Interaction}, volume = {30}, pages = {81-125}, abstract = {Personas are models of users that incorporate motivations, wishes, and objectives; These models are employed in user-centred design to help design better user experiences and have recently been employed in adaptive systems to help tailor the personalized user experience. Designing with personas involves the production of descriptions of fictitious users, which are often based on data from real users. The majority of data-driven persona development performed today is based on qualitative data from a limited set of interviewees and transformed into personas using labour-intensive manual techniques. In this study, we propose a method that employs the modelling of user stereotypes to automate part of the persona creation process and addresses the drawbacks of the existing semi-automated methods for persona development. The description of the method is accompanied by an empirical comparison with a manual technique and a semi-automated alternative (multiple correspondence analysis). The results of the comparison show that manual techniques differ between human persona designers leading to different results. The proposed algorithm provides similar results based on parameter input, but was more rigorous and will find optimal clusters, while lowering the labour associated with finding the clusters in the dataset. The output of the method also represents the largest variances in the dataset identified by the multiple correspondence analysis.}, keywords = {}, pubstate = {published}, tppubtype = {article} } Personas are models of users that incorporate motivations, wishes, and objectives; These models are employed in user-centred design to help design better user experiences and have recently been employed in adaptive systems to help tailor the personalized user experience. Designing with personas involves the production of descriptions of fictitious users, which are often based on data from real users. The majority of data-driven persona development performed today is based on qualitative data from a limited set of interviewees and transformed into personas using labour-intensive manual techniques. In this study, we propose a method that employs the modelling of user stereotypes to automate part of the persona creation process and addresses the drawbacks of the existing semi-automated methods for persona development. The description of the method is accompanied by an empirical comparison with a manual technique and a semi-automated alternative (multiple correspondence analysis). The results of the comparison show that manual techniques differ between human persona designers leading to different results. The proposed algorithm provides similar results based on parameter input, but was more rigorous and will find optimal clusters, while lowering the labour associated with finding the clusters in the dataset. The output of the method also represents the largest variances in the dataset identified by the multiple correspondence analysis. |
Kristensen, Jeppe Theiss; Burelli, Paolo Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games Inproceedings pp. 1-8, IEEE, 2019, ISBN: 978-1-7281-1884-0. @inproceedings{Kristensen2019b, title = {Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games}, author = {Jeppe Theiss Kristensen and Paolo Burelli}, url = {http://paoloburelli.com/publications/Kristensen, Burelli - 2019 - Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games.pdf https://ieeexplore.ieee.org/document/8848106/}, doi = {10.1109/CIG.2019.8848106}, isbn = {978-1-7281-1884-0}, year = {2019}, date = {2019-01-01}, journal = {2019 IEEE Conference on Games (CoG)}, pages = {1-8}, publisher = {IEEE}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
Burelli, Paolo Predicting Customer Lifetime Value in Free-to-Play Games 2019. @book_section{Burelli2019b, title = {Predicting Customer Lifetime Value in Free-to-Play Games}, author = {Paolo Burelli}, url = {http://paoloburelli.com/publications/Burelli - 2019 - Predicting Customer Lifetime Value in Free-to-Play Games.pdf}, isbn = {9780429286490}, year = {2019}, date = {2019-01-01}, journal = {Data Analytics Applications in Gaming and Entertainment}, publisher = {Taylor & Francis Group}, keywords = {}, pubstate = {published}, tppubtype = {book_section} } |
Kampa, Antonia; Haake, Susanne; Burelli, Paolo Storytelling in Serious Games Incollection Entertainment Computing and Serious Games, pp. 521–539, Springer, 2016, ISBN: 978-3-319-46152-6. @incollection{Kampa2016, title = {Storytelling in Serious Games}, author = {Antonia Kampa and Susanne Haake and Paolo Burelli}, url = {http://www.paoloburelli.com/publications/Kampa%2C Haake%2C Burelli - 2016 - Storytelling in Serious Games.pdf http://link.springer.com/10.1007/978-3-319-46152-6_19}, doi = {10.1007/978-3-319-46152-6_19}, isbn = {978-3-319-46152-6}, year = {2016}, date = {2016-01-01}, booktitle = {Entertainment Computing and Serious Games}, pages = {521--539}, publisher = {Springer}, keywords = {}, pubstate = {published}, tppubtype = {incollection} } |
Burelli, Paolo Game Cinematography: From Camera Control to Player Emotions Incollection Karpouzis, Kostas; Yannakakis, Georgios N (Ed.): Emotion in Games - Theory and Paxis, 4 , pp. 181–195, Springer International Publishing, Cham, 2016, ISBN: 978-3-319-41314-3. @incollection{Burelli2016, title = {Game Cinematography: From Camera Control to Player Emotions}, author = {Paolo Burelli}, editor = {Kostas Karpouzis and Georgios N Yannakakis}, url = {http://www.paoloburelli.com/publications/Burelli - 2016 - Game Cinematography From Camera Control to Player Emotions.pdf http://link.springer.com/10.1007/978-3-319-41316-7_11}, doi = {10.1007/978-3-319-41316-7_11}, isbn = {978-3-319-41314-3}, year = {2016}, date = {2016-01-01}, booktitle = {Emotion in Games - Theory and Paxis}, volume = {4}, pages = {181--195}, publisher = {Springer International Publishing}, address = {Cham}, series = {Socio-Affective Computing}, keywords = {}, pubstate = {published}, tppubtype = {incollection} } |
Brogaard Buss, Daniel ; Vestergaard Eland, Morten ; Lystlund, Rasmus; Burelli, Paolo The Quality System - An Attempt to Increase Cohesiveness Between Quest Givers and Quest Types Incollection International Conference on Interactive Digital Storytelling, pp. 381–384, Springer, Copenhagen, Denmark, 2015, ISBN: 978-3-319-27036-4. @incollection{Buss2015, title = {The Quality System - An Attempt to Increase Cohesiveness Between Quest Givers and Quest Types}, author = {Daniel {Brogaard Buss} and Morten {Vestergaard Eland} and Rasmus Lystlund and Paolo Burelli}, url = {http://www.paoloburelli.com/publications/Brogaard Buss et al. - 2015 - The Quality System - An Attempt to Increase Cohesiveness Between Quest Givers and Quest Types.pdf http://link.springer.com/10.1007/978-3-319-27036-4_41}, doi = {10.1007/978-3-319-27036-4_41}, isbn = {978-3-319-27036-4}, year = {2015}, date = {2015-01-01}, booktitle = {International Conference on Interactive Digital Storytelling}, pages = {381--384}, publisher = {Springer}, address = {Copenhagen, Denmark}, keywords = {}, pubstate = {published}, tppubtype = {incollection} } |
Hannesson, Hákon Jarl; Reimann-Andersen, Thorbjørn; Burelli, Paolo; Bruni, Luis Emilio Connecting the Dots: Quantifying the Narrative Experience in Interactive Media Incollection International Conference on Interactive Digital Storytelling, pp. 189–201, Springer, Copenhagen, Denmark, 2015. @incollection{Hannesson2015icids, title = {Connecting the Dots: Quantifying the Narrative Experience in Interactive Media}, author = {Hákon Jarl Hannesson and Thorbjørn Reimann-Andersen and Paolo Burelli and Luis Emilio Bruni}, url = {http://www.paoloburelli.com/publications/Hannesson et al. - 2015 - Connecting the Dots Quantifying the Narrative Experience in Interactive Media.pdf http://link.springer.com/10.1007/978-3-319-27036-4_18}, doi = {10.1007/978-3-319-27036-4_18}, year = {2015}, date = {2015-01-01}, booktitle = {International Conference on Interactive Digital Storytelling}, pages = {189--201}, publisher = {Springer}, address = {Copenhagen, Denmark}, abstract = {In this paper we analyze narrative in interactive media with a special focus on emergent narrative. We detail the criteria for creation of an online questionnaire for the evaluation of emergent narrative as a subjective experience and present the result of a large scale survey in which it was applied. The survey was conducted during a threeweek- period in May-June 2015, receiving answers from 14,259 people. Each participant answered based on one of the twenty games chosen for the investigation. The twenty games were chosen to meet one of three inclusion criteria's. Firstly on the usage of descriptive narrative in their communities, which indicates a strong emergent narrative experience, secondly their emergent narrative potential and thirdly for their potential to be used as comparative or baseline measurements. The results strongly indicate that the Emergent Narrative questionnaire is effective for measuring the occurrence of an emergent narrative, when compared to the test-subjects' self-reported experience.}, keywords = {}, pubstate = {published}, tppubtype = {incollection} } In this paper we analyze narrative in interactive media with a special focus on emergent narrative. We detail the criteria for creation of an online questionnaire for the evaluation of emergent narrative as a subjective experience and present the result of a large scale survey in which it was applied. The survey was conducted during a threeweek- period in May-June 2015, receiving answers from 14,259 people. Each participant answered based on one of the twenty games chosen for the investigation. The twenty games were chosen to meet one of three inclusion criteria's. Firstly on the usage of descriptive narrative in their communities, which indicates a strong emergent narrative experience, secondly their emergent narrative potential and thirdly for their potential to be used as comparative or baseline measurements. The results strongly indicate that the Emergent Narrative questionnaire is effective for measuring the occurrence of an emergent narrative, when compared to the test-subjects' self-reported experience. |
Burelli, Paolo Implementing Game Cinematography: Technical Challenges and Solutions for Automatic Camera Control in Games Inproceedings Bares, William H; Christie, Marc; Ronfard, Remi (Ed.): Eurographics Workshop on Intelligent Cinematography and Editing, pp. 59–63, Eurographics Association, Zurich, 2015, ISBN: 978-3-905674-79-8. @inproceedings{Burelli2015wiced, title = {Implementing Game Cinematography: Technical Challenges and Solutions for Automatic Camera Control in Games}, author = {Paolo Burelli}, editor = {William H Bares and Marc Christie and Remi Ronfard}, url = {http://www.paoloburelli.com/publications/Burelli - 2015 - Implementing Game Cinematography Technical Challenges and Solutions for Automatic Camera Control in Games.pdf}, doi = {10.2312/wiced.20151080}, isbn = {978-3-905674-79-8}, year = {2015}, date = {2015-01-01}, booktitle = {Eurographics Workshop on Intelligent Cinematography and Editing}, pages = {59--63}, publisher = {Eurographics Association}, address = {Zurich}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
Burelli, Paolo; Yannakakis, Georgios N A Benchmark For Virtual Camera Control in Computer Games Inproceedings European Conference on Applications of Evolutionary Computation, 2015, ISBN: 978-3-319-16549-3. @inproceedings{Burelli2015evogames, title = {A Benchmark For Virtual Camera Control in Computer Games}, author = {Paolo Burelli and Georgios N Yannakakis}, url = {http://www.paoloburelli.com/publications/Burelli%2C Yannakakis - 2015 - A Benchmark For Virtual Camera Control in Computer Games.pdf}, doi = {10.1007/978-3-319-16549-3_37}, isbn = {978-3-319-16549-3}, year = {2015}, date = {2015-01-01}, booktitle = {European Conference on Applications of Evolutionary Computation}, abstract = {Automatically animating and placing the virtual camera in a dynamic environment is a challenging task. The camera is expected tomaximise andmain- tain a set of properties — i.e. visual composition — while smoothly moving through the environment and avoiding obstacles. A large number of different so- lutions to the problem have been proposed so far including, for instance, evolu- tionary techniques, swarm intelligence or ad hoc solutions. However, the large diversity of the solutions and the lack of a common benchmark, made any com- parative analysis of the different solutions extremely difficult. For this reason, in this paper, we propose a benchmark for the problem of virtual camera control and we analyse a number of different problems in different virtual environments. Each of these scenarios is described through a set of complexity measures and, as a result of this analysis, a subset of scenarios is selected as the core of the benchmark.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Automatically animating and placing the virtual camera in a dynamic environment is a challenging task. The camera is expected tomaximise andmain- tain a set of properties — i.e. visual composition — while smoothly moving through the environment and avoiding obstacles. A large number of different so- lutions to the problem have been proposed so far including, for instance, evolu- tionary techniques, swarm intelligence or ad hoc solutions. However, the large diversity of the solutions and the lack of a common benchmark, made any com- parative analysis of the different solutions extremely difficult. For this reason, in this paper, we propose a benchmark for the problem of virtual camera control and we analyse a number of different problems in different virtual environments. Each of these scenarios is described through a set of complexity measures and, as a result of this analysis, a subset of scenarios is selected as the core of the benchmark. |
Burelli, Paolo; Yannakakis, Georgios N Adaptive Virtual Camera Control Trough Player Modelling Journal Article User Modelling and User-Adapted Interaction, 2015. @article{Burelli2015umuai, title = {Adaptive Virtual Camera Control Trough Player Modelling}, author = {Paolo Burelli and Georgios N Yannakakis}, url = {http://www.paoloburelli.com/publications/Burelli%2C Yannakakis - 2015 - Adaptive Virtual Camera Control Trough Player Modelling.pdf}, doi = {10.1007/s11257-015-9156-4}, year = {2015}, date = {2015-01-01}, journal = {User Modelling and User-Adapted Interaction}, keywords = {}, pubstate = {published}, tppubtype = {article} } |
Burelli, Paolo; Preuss, Mike Automatic Camera Control: A Dynamic Multi-Objective Perspective Inproceedings Esparcia-Alcázar, Anna I; Mora, Antonio M (Ed.): European Conference on Applications of Evolutionary Computation, pp. 361–373, Springer Berlin Heidelberg, Granada, Spain, 2014, ISSN: 16113349. @inproceedings{burelli2014evogames, title = {Automatic Camera Control: A Dynamic Multi-Objective Perspective}, author = {Paolo Burelli and Mike Preuss}, editor = {Anna I Esparcia-Alcázar and Antonio M Mora}, url = {http://www.paoloburelli.com/publications/Burelli%2C Preuss - 2014 - Automatic Camera Control A Dynamic Multi-Objective Perspective.pdf http://link.springer.com/10.1007/978-3-662-45523-4 http://www.scopus.com/inward/record.url?eid=2-s2.0-84915802872&partne}, doi = {10.1007/978-3-662-45523-4}, issn = {16113349}, year = {2014}, date = {2014-01-01}, booktitle = {European Conference on Applications of Evolutionary Computation}, volume = {8602}, pages = {361--373}, publisher = {Springer Berlin Heidelberg}, address = {Granada, Spain}, series = {Lecture Notes in Computer Science}, abstract = {Automatically generating computer animations is a challenging and complex problem with applications in games and film production. In this paper, we investigate how to translate a shot list for a virtual scene into a series of virtual camera configurations — i.e automatically controlling the virtual camera. We approach this problem by modelling it as a dynamic multi-objective optimisation problem and show how this metaphor allows a much richer expressiveness than a classical single objective approach. Finally, we showcase the application of a multi-objective evolutionary algorithm to generate a shot for a sample game replay and we analyse the results.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Automatically generating computer animations is a challenging and complex problem with applications in games and film production. In this paper, we investigate how to translate a shot list for a virtual scene into a series of virtual camera configurations — i.e automatically controlling the virtual camera. We approach this problem by modelling it as a dynamic multi-objective optimisation problem and show how this metaphor allows a much richer expressiveness than a classical single objective approach. Finally, we showcase the application of a multi-objective evolutionary algorithm to generate a shot for a sample game replay and we analyse the results. |
Merelo, J J; Burelli, Paolo Introduction to the special issue on evolutionary intelligence in games Journal Article Evolutionary Intelligence, 6 (4), pp. 193–194, 2014, ISSN: 18645917. @article{Merelo2014, title = {Introduction to the special issue on evolutionary intelligence in games}, author = {J J Merelo and Paolo Burelli}, url = {http://www.scopus.com/inward/record.url?eid=2-s2.0-84892708450&partnerID=MN8TOARS}, doi = {10.1007/s12065-014-0104-8}, issn = {18645917}, year = {2014}, date = {2014-01-01}, journal = {Evolutionary Intelligence}, volume = {6}, number = {4}, pages = {193--194}, keywords = {}, pubstate = {published}, tppubtype = {article} } |
Burelli, Paolo; Triantafyllidis, Georgios; Patras, Ioannis Non-invasive player experience estimation from body motion and game context Inproceedings IEEE Conference on Computational Intelligence and Games, pp. 1–7, IEEE, Dortmund, 2014, ISBN: 978-1-4799-3547-5. @inproceedings{Burelli2014cig, title = {Non-invasive player experience estimation from body motion and game context}, author = {Paolo Burelli and Georgios Triantafyllidis and Ioannis Patras}, url = {http://www.paoloburelli.com/publications/Burelli%2C Triantafyllidis%2C Patras - 2014 - Non-invasive player experience estimation from body motion and game context.pdf http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6932871}, doi = {10.1109/CIG.2014.6932871}, isbn = {978-1-4799-3547-5}, year = {2014}, date = {2014-08-01}, booktitle = {IEEE Conference on Computational Intelligence and Games}, pages = {1--7}, publisher = {IEEE}, address = {Dortmund}, abstract = {In this paper, we investigate on the relationship between player experience and body movements in a non-physical 3D computer game. During an experiment, the participants played a series of short game sessions and rated their experience while their body movements were tracked using a depth camera. The data collected was analysed and a neural network was trained to find the mapping between player body movements, player in- game behaviour and player experience. The results reveal that some aspects of player experience, such as anxiety or challenge, can be detected with high accuracy (up to 81%). Moreover, taking into account the playing context, the accuracy can be raised up to 86%. Following such a multi-modal approach, it is possible to estimate the player experience in a non-invasive fashion during the game and, based on this information, the game content could be adapted accordingly.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } In this paper, we investigate on the relationship between player experience and body movements in a non-physical 3D computer game. During an experiment, the participants played a series of short game sessions and rated their experience while their body movements were tracked using a depth camera. The data collected was analysed and a neural network was trained to find the mapping between player body movements, player in- game behaviour and player experience. The results reveal that some aspects of player experience, such as anxiety or challenge, can be detected with high accuracy (up to 81%). Moreover, taking into account the playing context, the accuracy can be raised up to 86%. Following such a multi-modal approach, it is possible to estimate the player experience in a non-invasive fashion during the game and, based on this information, the game content could be adapted accordingly. |
Burelli, Paolo Adapting Virtual Camera Behaviour Inproceedings FDG Workshop On Intelligent Cinematography and Editing, 2013, ISBN: 978-0-9913982-0-1. @inproceedings{Burelli2013wiced, title = {Adapting Virtual Camera Behaviour}, author = {Paolo Burelli}, url = {http://www.paoloburelli.com/publications/Burelli - 2013 - Adapting Virtual Camera Behaviour.pdf}, doi = {10.13140/2.1.2545.9525}, isbn = {978-0-9913982-0-1}, year = {2013}, date = {2013-01-01}, booktitle = {FDG Workshop On Intelligent Cinematography and Editing}, abstract = {In a three-dimensional virtual environment aspects such as narrative and interaction completely depend on the camera since the camera defines the player's point of view. Most research works in automatic camera control aim to take the control of this aspect from the player to automatically gen- erate cinematographic game experiences reducing, however, the player's feeling of agency. We propose a methodology to integrate the player in the camera control loop that allows to design and generate personalised cinematographic expe- riences. Furthermore, we present an evaluation of the afore- mentioned methodology showing that the generated camera movements are positively perceived by novice asnd intermediate players.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } In a three-dimensional virtual environment aspects such as narrative and interaction completely depend on the camera since the camera defines the player's point of view. Most research works in automatic camera control aim to take the control of this aspect from the player to automatically gen- erate cinematographic game experiences reducing, however, the player's feeling of agency. We propose a methodology to integrate the player in the camera control loop that allows to design and generate personalised cinematographic expe- riences. Furthermore, we present an evaluation of the afore- mentioned methodology showing that the generated camera movements are positively perceived by novice asnd intermediate players. |
Burelli, Paolo Virtual Cinematography in Games : Investigating the Impact on Player Experience Inproceedings International Conference On The Foundations Of Digital Games, pp. 134–141, Society for the Advancement of the Science of Digital Games, Chania, Greece, 2013, ISBN: 978-0-9913982-0-1. @inproceedings{Burelli2013fdg, title = {Virtual Cinematography in Games : Investigating the Impact on Player Experience}, author = {Paolo Burelli}, url = {http://www.paoloburelli.com/publications/Burelli - 2013 - Virtual Cinematography in Games Investigating the Impact on Player Experience.pdf}, doi = {10.13140/2.1.4643}, isbn = {978-0-9913982-0-1}, year = {2013}, date = {2013-01-01}, booktitle = {International Conference On The Foundations Of Digital Games}, pages = {134--141}, publisher = {Society for the Advancement of the Science of Digital Games}, address = {Chania, Greece}, abstract = {Cinematography is a key aspect in the development of modern computer games. The quality of the visuals depends, not only on the accuracy of the rendering, but on the way that the scene is presented to the player. Which element should be included in the frame, from which point of view and in which positions are all aspects that have been widely stud- ied in classical cinematography. However, it is still unclear how the principles developed for the film medium are ap- plicable to an interactive medium such as computer games. This article presents a study, which explores the interplay between cinematography and player experience. The results of the experiment demonstrate the existence of an impact of the cinematographic behaviour of camera on both player's affect and her in-game behaviour. Furthermore, this impact is dependent on the game mechanics highlighting once more the difference between classic cinematography and game cin- ematography.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Cinematography is a key aspect in the development of modern computer games. The quality of the visuals depends, not only on the accuracy of the rendering, but on the way that the scene is presented to the player. Which element should be included in the frame, from which point of view and in which positions are all aspects that have been widely stud- ied in classical cinematography. However, it is still unclear how the principles developed for the film medium are ap- plicable to an interactive medium such as computer games. This article presents a study, which explores the interplay between cinematography and player experience. The results of the experiment demonstrate the existence of an impact of the cinematographic behaviour of camera on both player's affect and her in-game behaviour. Furthermore, this impact is dependent on the game mechanics highlighting once more the difference between classic cinematography and game cin- ematography. |
Turchet, Luca; Burelli, Paolo; Serafin, Stefania Haptic feedback for enhancing realism of walking simulations. Journal Article IEEE transactions on haptics, 6 (1), pp. 35–45, 2013, ISSN: 2329-4051. @article{Turchet2012toh, title = {Haptic feedback for enhancing realism of walking simulations.}, author = {Luca Turchet and Paolo Burelli and Stefania Serafin}, url = {http://www.paoloburelli.com/publications/Turchet%2C Burelli%2C Serafin - 2013 - Haptic feedback for enhancing realism of walking simulations.pdf http://www.ncbi.nlm.nih.gov/pubmed/24808266}, doi = {10.1109/TOH.2012.51}, issn = {2329-4051}, year = {2013}, date = {2013-01-01}, journal = {IEEE transactions on haptics}, volume = {6}, number = {1}, pages = {35--45}, abstract = {In this paper, we describe several experiments whose goal is to evaluate the role of plantar vibrotactile feedback in enhancing the realism of walking experiences in multimodal virtual environments. To achieve this goal we built an interactive and a noninteractive multimodal feedback system. While during the use of the interactive system subjects physically walked, during the use of the noninteractive system the locomotion was simulated while subjects were sitting on a chair. In both the configurations subjects were exposed to auditory and audio-visual stimuli presented with and without the haptic feedback. Results of the experiments provide a clear preference toward the simulations enhanced with haptic feedback showing that the haptic channel can lead to more realistic experiences in both interactive and noninteractive configurations. The majority of subjects clearly appreciated the added feedback. However, some subjects found the added feedback unpleasant. This might be due, on one hand, to the limits of the haptic simulation and, on the other hand, to the different individual desire to be involved in the simulations. Our findings can be applied to the context of physical navigation in multimodal virtual environments as well as to enhance the user experience of watching a movie or playing a video game.}, keywords = {}, pubstate = {published}, tppubtype = {article} } In this paper, we describe several experiments whose goal is to evaluate the role of plantar vibrotactile feedback in enhancing the realism of walking experiences in multimodal virtual environments. To achieve this goal we built an interactive and a noninteractive multimodal feedback system. While during the use of the interactive system subjects physically walked, during the use of the noninteractive system the locomotion was simulated while subjects were sitting on a chair. In both the configurations subjects were exposed to auditory and audio-visual stimuli presented with and without the haptic feedback. Results of the experiments provide a clear preference toward the simulations enhanced with haptic feedback showing that the haptic channel can lead to more realistic experiences in both interactive and noninteractive configurations. The majority of subjects clearly appreciated the added feedback. However, some subjects found the added feedback unpleasant. This might be due, on one hand, to the limits of the haptic simulation and, on the other hand, to the different individual desire to be involved in the simulations. Our findings can be applied to the context of physical navigation in multimodal virtual environments as well as to enhance the user experience of watching a movie or playing a video game. |
Preuss, Mike; Burelli, Paolo; Yannakakis, Georgios N Diversified virtual camera composition Inproceedings Di Chio, Cecilia ; Agapitos, Alexandros; Cagnoni, Stefano; Cotta, Carlos; de Vega, Francisco Fernández; Di Caro, Gianni A; Drechsler, Rolf; Ekárt, Anikó; Esparcia-Alcázar, Anna I; Farooq, Muddassar; Langdon, William B; Merelo-Guervós, Juan J; Preuss, Mike; Richter, Hendrik; Silva, Sara; õ, Anabela Sim; Squillero, Giovanni; Tarantino, Ernesto; Tettamanzi, Andrea G B; Togelius, Julian; Urquhart, Neil; Uyar, Şima A; Yannakakis, Georgios N (Ed.): European Conference on Applications of Evolutionary Computation, pp. 265–274, Springer Berlin Heidelberg, Malaga, Spain, 2012, ISSN: 03029743. @inproceedings{Preuss2012evogames, title = {Diversified virtual camera composition}, author = {Mike Preuss and Paolo Burelli and Georgios N Yannakakis}, editor = {Cecilia {Di Chio} and Alexandros Agapitos and Stefano Cagnoni and Carlos Cotta and Francisco Fernández de Vega and Gianni A {Di Caro} and Rolf Drechsler and Anikó Ekárt and Anna I Esparcia-Alcázar and Muddassar Farooq and William B Langdon and Juan J Merelo-Guervós and Mike Preuss and Hendrik Richter and Sara Silva and Anabela Sim{õ}es and Giovanni Squillero and Ernesto Tarantino and Andrea G B Tettamanzi and Julian Togelius and Neil Urquhart and Şima A Uyar and Georgios N Yannakakis}, url = {http://www.paoloburelli.com/publications/Preuss%2C Burelli%2C Yannakakis - 2012 - Diversified virtual camera composition.pdf http://www.paoloburelli.com/publications/preuss2012evogames.pdf http://link.springer.com/10.1007/978-3-642-29178-4}, doi = {10.1007/978-3-642-29178-4}, issn = {03029743}, year = {2012}, date = {2012-01-01}, booktitle = {European Conference on Applications of Evolutionary Computation}, volume = {7248}, pages = {265--274}, publisher = {Springer Berlin Heidelberg}, address = {Malaga, Spain}, series = {Lecture Notes in Computer Science}, abstract = {The expressive use of virtual cameras and the automatic generation of cinematics within 3D environments shows potential to extend the communicative power of films into games and virtual worlds. In this paper we present a novel solution to the problem of virtual camera composition based on niching and restart evolutionary algorithms that addresses the problem of diversity in shot generation by simultaneously identifying multiple valid camera camera configurations. We asses the performance of the proposed solution against a set of state-of-the-art algorithms in virtual camera optimisation.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } The expressive use of virtual cameras and the automatic generation of cinematics within 3D environments shows potential to extend the communicative power of films into games and virtual worlds. In this paper we present a novel solution to the problem of virtual camera composition based on niching and restart evolutionary algorithms that addresses the problem of diversity in shot generation by simultaneously identifying multiple valid camera camera configurations. We asses the performance of the proposed solution against a set of state-of-the-art algorithms in virtual camera optimisation. |
Burelli, Paolo Interactive Virtual Cinematography PhD Thesis IT University Of Copenhagen, 2012, ISBN: 978-87-7949-273-8. @phdthesis{Burelli2012phd, title = {Interactive Virtual Cinematography}, author = {Paolo Burelli}, url = {http://www.paoloburelli.com/publications/Burelli - 2012 - Interactive Virtual Cinematography.pdf}, doi = {10.13140/2.1.2070.8163}, isbn = {978-87-7949-273-8}, year = {2012}, date = {2012-01-01}, pages = {146}, school = {IT University Of Copenhagen}, abstract = {A virtual camera represents the point-of-view of the player through which she perceives the game world and gets feedback on her actions. Thus, the virtual camera plays a vital role in 3D computer games and aects player experience and enjoyability in games. Interactive virtual cinematography is the process of visualising the content of a virtual environment by positioning and animating the virtual camera in the context of interactive applications such as a computer game. Camera placement and animation in games are usually directly controlled by the player or statically predened by designers. Direct control of the camera by the player increases the complexity of the interaction and reduces the designer's control on game storytelling. A completely designer-driven camera releases the player from the burden of controlling the point of view, but might generate undesired camera behaviours. Furthermore, if the content of the game is procedurally generated, the designer might not have the necessary information to dene a priori the camera positions and movements. Automatic camera control aims to dene an abstraction layer that permits to control the camera using high-level and environment-independent rules. The camera controller should dynamically and eciently translate these rules into camera positions and movements before (or while) the player plays the game. Automatically controlling the camera in virtual 3D dynamic environments is an open research problem and a challenging task. From an optimisation perspective it is a relatively low dimensional problem (i.e. it has a minimum of 5 dimensions) but the complexity of the objective function evaluation combined with the strict time constraints make the problem computationally complex. Moreover, the multi-objective nature of the typical camera objective function, introduces problems such as constraints conflicts, over-constraining or under-constraining. An hypothetical optimal automatic camera control system should provide the right tool to allow designers to place cameras eectively in dynamic and unpredictable environments. However, there is still a limit in this approach: to bridge the gap between automatic and manual cameras the camera objective should be influenced by the player. In our view, the camera control system should be able to learn camera preferences from the user and adapt the camera setting to improve the player experience. Therefore, we propose a new approach to automatic camera control that indirectly includes the player in the camera control loop. To achieve this goal we have analysed the automatic camera control problem from a numerical optimization perspective and we have introduced a new optimization algorithm and camera control architecture able to generate real-time, smooth and well composed camera animations. Moreover, we have designed and tested an approach to model the player's camera preferences using machine learning techniques and to tailor the automatic camera behaviour to the player and her game-play style. Experiments show that, the novel optimisation algorithm introduced successfully handles highly dynamic and multi-modal tness functions such as the ones typically involved in dynamic camera control. Moreover, when applied in a commercial-standard game, the proposed automatic camera control architecture shows to be able to accurately and smoothly control the camera. Finally, the results of a user survey, conducted to evaluate the suggested methodology for camera behaviour modelling and adaptation, shows that the resulting adaptive cinematographic experience is largely favoured by the players and it generates a positive impact on the game performance.}, keywords = {}, pubstate = {published}, tppubtype = {phdthesis} } A virtual camera represents the point-of-view of the player through which she perceives the game world and gets feedback on her actions. Thus, the virtual camera plays a vital role in 3D computer games and aects player experience and enjoyability in games. Interactive virtual cinematography is the process of visualising the content of a virtual environment by positioning and animating the virtual camera in the context of interactive applications such as a computer game. Camera placement and animation in games are usually directly controlled by the player or statically predened by designers. Direct control of the camera by the player increases the complexity of the interaction and reduces the designer's control on game storytelling. A completely designer-driven camera releases the player from the burden of controlling the point of view, but might generate undesired camera behaviours. Furthermore, if the content of the game is procedurally generated, the designer might not have the necessary information to dene a priori the camera positions and movements. Automatic camera control aims to dene an abstraction layer that permits to control the camera using high-level and environment-independent rules. The camera controller should dynamically and eciently translate these rules into camera positions and movements before (or while) the player plays the game. Automatically controlling the camera in virtual 3D dynamic environments is an open research problem and a challenging task. From an optimisation perspective it is a relatively low dimensional problem (i.e. it has a minimum of 5 dimensions) but the complexity of the objective function evaluation combined with the strict time constraints make the problem computationally complex. Moreover, the multi-objective nature of the typical camera objective function, introduces problems such as constraints conflicts, over-constraining or under-constraining. An hypothetical optimal automatic camera control system should provide the right tool to allow designers to place cameras eectively in dynamic and unpredictable environments. However, there is still a limit in this approach: to bridge the gap between automatic and manual cameras the camera objective should be influenced by the player. In our view, the camera control system should be able to learn camera preferences from the user and adapt the camera setting to improve the player experience. Therefore, we propose a new approach to automatic camera control that indirectly includes the player in the camera control loop. To achieve this goal we have analysed the automatic camera control problem from a numerical optimization perspective and we have introduced a new optimization algorithm and camera control architecture able to generate real-time, smooth and well composed camera animations. Moreover, we have designed and tested an approach to model the player's camera preferences using machine learning techniques and to tailor the automatic camera behaviour to the player and her game-play style. Experiments show that, the novel optimisation algorithm introduced successfully handles highly dynamic and multi-modal tness functions such as the ones typically involved in dynamic camera control. Moreover, when applied in a commercial-standard game, the proposed automatic camera control architecture shows to be able to accurately and smoothly control the camera. Finally, the results of a user survey, conducted to evaluate the suggested methodology for camera behaviour modelling and adaptation, shows that the resulting adaptive cinematographic experience is largely favoured by the players and it generates a positive impact on the game performance. |
Burelli, Paolo; Preuss, Mike; Yannakakis, Georgios N Optimising for Multiple Shots: An Analysis of Solutions Diversity in Virtual Camera Composition Inproceedings FDG Workshop On Intelligent Cinematography and Editing, Raleigh, USA, 2012. @inproceedings{burelli2012wiced, title = {Optimising for Multiple Shots: An Analysis of Solutions Diversity in Virtual Camera Composition}, author = {Paolo Burelli and Mike Preuss and Georgios N Yannakakis}, url = {http://www.paoloburelli.com/publications/Burelli%2C Preuss%2C Yannakakis - 2012 - Optimising for Multiple Shots An Analysis of Solutions Diversity in Virtual Camera Composition.pdf}, doi = {10.13140/2.1.3250.4643}, year = {2012}, date = {2012-01-01}, booktitle = {FDG Workshop On Intelligent Cinematography and Editing}, address = {Raleigh, USA}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
Burelli, Paolo; Yannakakis, Georgios N Towards Adaptive Virtual Camera Control in Computer Games Inproceedings Dickmann, Lutz; Volkmann, Gerald; Malaka, Rainer; Boll, Susanne; Krüger, Antonio; Olivier, Patrick (Ed.): International symposium on Smart Graphics, pp. 25–36, Springer Berlin Heidelberg, Bremen, Germany, 2011, ISSN: 03029743. @inproceedings{Burelli2011sg, title = {Towards Adaptive Virtual Camera Control in Computer Games}, author = {Paolo Burelli and Georgios N Yannakakis}, editor = {Lutz Dickmann and Gerald Volkmann and Rainer Malaka and Susanne Boll and Antonio Krüger and Patrick Olivier}, url = {http://www.paoloburelli.com/publications/Burelli%2C Yannakakis - 2011 - Towards Adaptive Virtual Camera Control in Computer Games.pdf http://www.scopus.com/inward/record.url?eid=2-s2.0-79960707286&partnerID=MN8TOARS http://www.paoloburelli.com/publication}, doi = {10.1007/978-3-642-22571-0}, issn = {03029743}, year = {2011}, date = {2011-01-01}, booktitle = {International symposium on Smart Graphics}, volume = {6815}, pages = {25--36}, publisher = {Springer Berlin Heidelberg}, address = {Bremen, Germany}, series = {Lecture Notes in Computer Science}, abstract = {Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model of the camera behaviour that can be used to control camera movements based on player preferences. For this purpose, we collect eye gaze, camera and game-play data from subjects playing a 3D platform game, we cluster gaze and camera information to identify camera behaviour profiles and we employ machine learning to build predictive models of the virtual camera behaviour. The performance of the models on unseen data reveals accuracies above 70% for all the player behaviour types identified. The characteristics of the generated models, their limits and their use for creating adaptive automatic camera control in games is discussed.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model of the camera behaviour that can be used to control camera movements based on player preferences. For this purpose, we collect eye gaze, camera and game-play data from subjects playing a 3D platform game, we cluster gaze and camera information to identify camera behaviour profiles and we employ machine learning to build predictive models of the virtual camera behaviour. The performance of the models on unseen data reveals accuracies above 70% for all the player behaviour types identified. The characteristics of the generated models, their limits and their use for creating adaptive automatic camera control in games is discussed. |
Picardi, Andrea; Burelli, Paolo; Yannakakis, Georgios N Modelling virtual camera behaviour through player gaze Inproceedings International Conference on Foundations of Digital Games, pp. 107–114, ACM Press, Bordeaux, France, 2011, ISBN: 9781450308045. @inproceedings{picardi2011fdg, title = {Modelling virtual camera behaviour through player gaze}, author = {Andrea Picardi and Paolo Burelli and Georgios N Yannakakis}, url = {http://www.paoloburelli.com/publications/Picardi%2C Burelli%2C Yannakakis - 2011 - Modelling virtual camera behaviour through player gaze.pdf http://dl.acm.org/citation.cfm?doid=2159365.2159380}, doi = {10.1145/2159365.2159380}, isbn = {9781450308045}, year = {2011}, date = {2011-01-01}, booktitle = {International Conference on Foundations of Digital Games}, pages = {107--114}, publisher = {ACM Press}, address = {Bordeaux, France}, abstract = {In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the devel- opment of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intel- ligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant dif- ferences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Re- sults show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their game- play behaviour.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the devel- opment of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intel- ligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant dif- ferences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Re- sults show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their game- play behaviour. |
Burelli, Paolo; Yannakakis, Georgios N Combining local and global optimisation for virtual camera control Inproceedings IEEE Conference on Computational Intelligence and Games, pp. 403–410, 2010, ISBN: 9781424462964. @inproceedings{Burelli2010cig, title = {Combining local and global optimisation for virtual camera control}, author = {Paolo Burelli and Georgios N Yannakakis}, url = {http://www.paoloburelli.com/publications/Burelli%2C Yannakakis - 2010 - Combining local and global optimisation for virtual camera control.pdf}, doi = {10.1109/ITW.2010.5593328}, isbn = {9781424462964}, year = {2010}, date = {2010-01-01}, booktitle = {IEEE Conference on Computational Intelligence and Games}, pages = {403--410}, abstract = {Controlling a virtual camera in 3D computer games is a complex task. The camera is required to react to dynamically changing environments and produce high quality visual results and smooth animations. This paper proposes an approach that combines local and global search to solve the virtual camera control problem. The automatic camera control problem is described and it is decomposed into sub-problems; then a hierarchical architecture that solves each sub-problem using the most appropriate optimisation technique is proposed. The approach is compared to pure local search solutions to showcase the advantages of the proposed architecture in terms of visual performance and robustness.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Controlling a virtual camera in 3D computer games is a complex task. The camera is required to react to dynamically changing environments and produce high quality visual results and smooth animations. This paper proposes an approach that combines local and global search to solve the virtual camera control problem. The automatic camera control problem is described and it is decomposed into sub-problems; then a hierarchical architecture that solves each sub-problem using the most appropriate optimisation technique is proposed. The approach is compared to pure local search solutions to showcase the advantages of the proposed architecture in terms of visual performance and robustness. |
Burelli, Paolo; Yannakakis, Georgios N Global search for occlusion minimisation in virtual camera control Inproceedings IEEE Congress on Evolutionary Computation, pp. 1–8, IEEE, Barcelona, 2010, ISBN: 978-1-4244-6909-3. @inproceedings{Burelli2010cec, title = {Global search for occlusion minimisation in virtual camera control}, author = {Paolo Burelli and Georgios N Yannakakis}, url = {http://www.paoloburelli.com/publications/Burelli%2C Yannakakis - 2010 - Global search for occlusion minimisation in virtual camera control.pdf http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5586503}, doi = {10.1109/CEC.2010.5586503}, isbn = {978-1-4244-6909-3}, year = {2010}, date = {2010-07-01}, booktitle = {IEEE Congress on Evolutionary Computation}, pages = {1--8}, publisher = {IEEE}, address = {Barcelona}, abstract = {This paper presents a fast and reliable global- search approach to the problem of virtual camera positioning when multiple objects that need to be within the reach of the camera are fully occluded. For this purpose, a comparative anal- ysis of global-search algorithms is presented for the problem of maximising camera visibility across different tasks of varying complexity and within different real-time windows. A custom- designed genetic algorithm is compared to octree-based search and random search and results showcase the advantages of the genetic algorithmproposed with respect to efficiency, robustness and computational effort.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } This paper presents a fast and reliable global- search approach to the problem of virtual camera positioning when multiple objects that need to be within the reach of the camera are fully occluded. For this purpose, a comparative anal- ysis of global-search algorithms is presented for the problem of maximising camera visibility across different tasks of varying complexity and within different real-time windows. A custom- designed genetic algorithm is compared to octree-based search and random search and results showcase the advantages of the genetic algorithmproposed with respect to efficiency, robustness and computational effort. |
Burelli, Paolo; Jhala, Arnav CamOn: A Real-Time Autonomous Camera Control System Inproceedings AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference, AAAI, Palo Alto, 2009, ISBN: 978-1-57735-431-4. @inproceedings{Burelli2009b, title = {CamOn: A Real-Time Autonomous Camera Control System}, author = {Paolo Burelli and Arnav Jhala}, url = {http://www.scopus.com/inward/record.url?eid=2-s2.0-84883057908&partnerID=MN8TOARS http://www.paoloburelli.com/publications/burelli2009aiidedemo.pdf http://www.paoloburelli.com/publications/Burelli%2C Jhala - 2009 - CamOn A Real-Time Autonomous Camera Cont}, doi = {10.13140/2.1.2332.9602}, isbn = {978-1-57735-431-4}, year = {2009}, date = {2009-01-01}, booktitle = {AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference}, publisher = {AAAI}, address = {Palo Alto}, abstract = {This demonstration presents CamOn, an autonomous cam- era control system for real-time 3D games. CamOn employs multiple Artificial Potential Fields (APFs), a robot motion planning technique, to control both the location and orienta- tion of the camera. Scene geometry from the 3D environment contributes to the potential field that is used to determine po- sition and movement of the camera. Composition constraints for the camera are modelled as potential fields for controlling the view target of the camera. CamOn combines the compositional benefits of constraint- based camera systems, and improves on real-time motion planning of the camera. Moreover, the recasting of camera constraints into potential fields is visually more accessible to game designers and has the potential to be implemented as a plug-in to 3D level design and editing tools currently avail- able with games. Introduction}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } This demonstration presents CamOn, an autonomous cam- era control system for real-time 3D games. CamOn employs multiple Artificial Potential Fields (APFs), a robot motion planning technique, to control both the location and orienta- tion of the camera. Scene geometry from the 3D environment contributes to the potential field that is used to determine po- sition and movement of the camera. Composition constraints for the camera are modelled as potential fields for controlling the view target of the camera. CamOn combines the compositional benefits of constraint- based camera systems, and improves on real-time motion planning of the camera. Moreover, the recasting of camera constraints into potential fields is visually more accessible to game designers and has the potential to be implemented as a plug-in to 3D level design and editing tools currently avail- able with games. Introduction |
Burelli, Paolo; Jhala, Arnav Dynamic Artificial Potential Fields for Autonomous Camera Control Inproceedings AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference, AAAI, Palo Alto, 2009, ISBN: 978-1-57735-431-4. @inproceedings{Burelli2009b, title = {Dynamic Artificial Potential Fields for Autonomous Camera Control}, author = {Paolo Burelli and Arnav Jhala}, url = {http://www.paoloburelli.com/publications/Burelli%2C Jhala - 2009 - Dynamic Artificial Potential Fields for Autonomous Camera Control.pdf http://www.aaai.org/ocs/index.php/AIIDE/AIIDE09/paper/viewFile/813/1068 http://www.paoloburelli.com/publications/burel}, doi = {10.13140/2.1.1284.3847}, isbn = {978-1-57735-431-4}, year = {2009}, date = {2009-01-01}, booktitle = {AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference}, publisher = {AAAI}, address = {Palo Alto}, abstract = {Camera control in real-time interactive 3D applications is a challenging problem. Developing a generalized system able to produce high quality visual results and smooth camera movements in dynamic environments remains an open prob- lem in the research community. In this paper, we describe the implementation and evaluation of Artificial Potential Fields for automatic camera placement. We first describe the re- casting of the frame composition problem as a solution to a two particles suspended in an Artificial Potential Field. We demonstrate the application of this technique to control both camera location and camera aim direction. We show that this technique can be successfully used to solve both camera animation and frame composition tasks in dynamic environ- ments in real-time through an example implemented on an existing 3D game engine.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Camera control in real-time interactive 3D applications is a challenging problem. Developing a generalized system able to produce high quality visual results and smooth camera movements in dynamic environments remains an open prob- lem in the research community. In this paper, we describe the implementation and evaluation of Artificial Potential Fields for automatic camera placement. We first describe the re- casting of the frame composition problem as a solution to a two particles suspended in an Artificial Potential Field. We demonstrate the application of this technique to control both camera location and camera aim direction. We show that this technique can be successfully used to solve both camera animation and frame composition tasks in dynamic environ- ments in real-time through an example implemented on an existing 3D game engine. |
Burelli, Paolo; Di Gaspero, Luca ; Ermetici, Andrea; Ranon, Roberto Virtual camera composition with particle swarm optimization Inproceedings Butz, Andreas; Fisher, Brian; Krüger, Antonio; Olivier, Patrick; Christie, Marc (Ed.): International symposium on Smart Graphics, pp. 130–141, Springer Berlin Heidelberg, Berlin, Heidelberg, 2008, ISSN: 03029743. @inproceedings{Burelli2008, title = {Virtual camera composition with particle swarm optimization}, author = {Paolo Burelli and Luca {Di Gaspero} and Andrea Ermetici and Roberto Ranon}, editor = {Andreas Butz and Brian Fisher and Antonio Krüger and Patrick Olivier and Marc Christie}, url = {http://www.scopus.com/inward/record.url?eid=2-s2.0-51849099518&partnerID=MN8TOARS http://www.paoloburelli.com/publications/burelli2008smartgraphics.pdf http://link.springer.com/10.1007/978-3-540-85412-8 http://www.paoloburelli.com/publications/Burelli et}, doi = {10.1007/978-3-540-85412-8_12}, issn = {03029743}, year = {2008}, date = {2008-01-01}, booktitle = {International symposium on Smart Graphics}, volume = {5166 LNCS}, pages = {130--141}, publisher = {Springer Berlin Heidelberg}, address = {Berlin, Heidelberg}, series = {Lecture Notes in Computer Science}, abstract = {The Virtual Camera Composition (VCC) problem consists in automatically positioning a camera in a virtual world, such that the resulting image satisfies a set of visual cinematographic properties. In this paper, we propose an approach to VCC based on Particle Swarm Optimization. We show, in re- alistic situations, that our approach outperforms a discretized, exhaustive search method similar to a proposal by Bares et al.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } The Virtual Camera Composition (VCC) problem consists in automatically positioning a camera in a virtual world, such that the resulting image satisfies a set of visual cinematographic properties. In this paper, we propose an approach to VCC based on Particle Swarm Optimization. We show, in re- alistic situations, that our approach outperforms a discretized, exhaustive search method similar to a proposal by Bares et al. |
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CamOn: A Real-Time Autonomous Camera Control System Inproceedings AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference, AAAI, Palo Alto, 2009, ISBN: 978-1-57735-431-4. |
Dynamic Artificial Potential Fields for Autonomous Camera Control Inproceedings AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference, AAAI, Palo Alto, 2009, ISBN: 978-1-57735-431-4. |
Virtual camera composition with particle swarm optimization Inproceedings Butz, Andreas; Fisher, Brian; Krüger, Antonio; Olivier, Patrick; Christie, Marc (Ed.): International symposium on Smart Graphics, pp. 130–141, Springer Berlin Heidelberg, Berlin, Heidelberg, 2008, ISSN: 03029743. |