Being belivable, not realistic
Amusement
So far the Amusement project has focused on the development of credible personalities for
avatars (virtual projections of users). We have explored the possibility of casting
gestures and behaviours for avatars using an evolutionary technique that maximises
co-operation between an avatar and its user, as well as between users. On the basis of
these research findings, we have developed a number of games. Our results have been
presented at numerous international workshops and conferences.
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| A screenshot of Amuse |
To test our results and the reactions of users, we have created a virtual place called
the Amusement Centre. And in order
to open the project up to a greater audience, we have been running this Centre as Amuse
and Amuse2 at the Active Worlds universe,
one of the most extended virtual worlds on the Internet, since December
1998. Every day over 20.000 users log in to the Active Worlds Universe, and many of those
visit Amuse. As a result we have had more than 680.000 potential users in the time span of
five months! That's a big challenge, and our next milestone concerns finding the best way
to work with believable personalities and avatars with so many users. We also want to
extend the range of possibilities for Avatar personalities and expressions, and reduce
the time it takes to evolve gestures and behaviours, as well as the length of the
procedures involved.
In short, the time has come for Amusement to experiment with the system on a large scale.
Amusement web site:
perca.ls.fi.upm.es/amusement/index.html
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