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User model in multiplayer mixed reality entertainment applications

Published: 14 June 2006 Publication History

Abstract

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.

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Cited By

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  • (2018)Design and Evaluation of a Collaborative Virtual Environment (CoMove) for Autism Spectrum Disorder InterventionACM Transactions on Accessible Computing10.1145/320968711:2(1-22)Online publication date: 8-Jun-2018
  • (2016)Lu-LuDecision Support Systems10.1016/j.dss.2016.02.01185:C(49-61)Online publication date: 1-May-2016
  • (2014)A case study of intended versus actual experience of adaptivity in a tangible storytelling systemUser Modeling and User-Adapted Interaction10.1007/s11257-013-9140-924:3(175-217)Online publication date: 1-Aug-2014
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Published In

cover image ACM Conferences
ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
June 2006
572 pages
ISBN:1595933808
DOI:10.1145/1178823
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 14 June 2006

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Author Tags

  1. adaptive
  2. context aware
  3. interactive narrative
  4. location based games
  5. mixed reality
  6. mobile
  7. multiplayer online games
  8. proactive game
  9. ubiquitous system
  10. user model

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Cited By

View all
  • (2018)Design and Evaluation of a Collaborative Virtual Environment (CoMove) for Autism Spectrum Disorder InterventionACM Transactions on Accessible Computing10.1145/320968711:2(1-22)Online publication date: 8-Jun-2018
  • (2016)Lu-LuDecision Support Systems10.1016/j.dss.2016.02.01185:C(49-61)Online publication date: 1-May-2016
  • (2014)A case study of intended versus actual experience of adaptivity in a tangible storytelling systemUser Modeling and User-Adapted Interaction10.1007/s11257-013-9140-924:3(175-217)Online publication date: 1-Aug-2014
  • (2007)Dialogs Taking into Account Experience, Emotions and PersonalityEntertainment Computing – ICEC 200710.1007/978-3-540-74873-1_42(356-362)Online publication date: 2007

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