How to compare usability of techniques for the specification of virtual agents' behavior? An experimental pilot study with human subjects
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F12%3A10126374" target="_blank" >RIV/00216208:11320/12:10126374 - isvavai.cz</a>
Výsledek na webu
<a href="http://link.springer.com/chapter/10.1007/978-3-642-32326-3_3" target="_blank" >http://link.springer.com/chapter/10.1007/978-3-642-32326-3_3</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/978-3-642-32326-3_3" target="_blank" >10.1007/978-3-642-32326-3_3</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
How to compare usability of techniques for the specification of virtual agents' behavior? An experimental pilot study with human subjects
Popis výsledku v původním jazyce
Reactive or dynamic planning is currently the dominant paradigm for controlling virtual agents in 3D videogames. Various reactive planning techniques are employed in the videogame industry while many reactive planning systems and languages are being developed in the academia. Claims about benefits of different approaches are supported by the experience of videogame programmers and the arguments of researchers, but rigorous empirical data corroborating alleged advantages of different methods are lacking.Here, we present results of a pilot study in which we compare the usability of an academic technique designed for programming intelligent agents' behavior with the usability of an unaltered classical programming language. Our study seeks to replicate the situation of professional game programmers considering using an unfamiliar academic system for programming in-game agents. We engaged 30 computer science students attending a university course on virtual agents in two programming assign
Název v anglickém jazyce
How to compare usability of techniques for the specification of virtual agents' behavior? An experimental pilot study with human subjects
Popis výsledku anglicky
Reactive or dynamic planning is currently the dominant paradigm for controlling virtual agents in 3D videogames. Various reactive planning techniques are employed in the videogame industry while many reactive planning systems and languages are being developed in the academia. Claims about benefits of different approaches are supported by the experience of videogame programmers and the arguments of researchers, but rigorous empirical data corroborating alleged advantages of different methods are lacking.Here, we present results of a pilot study in which we compare the usability of an academic technique designed for programming intelligent agents' behavior with the usability of an unaltered classical programming language. Our study seeks to replicate the situation of professional game programmers considering using an unfamiliar academic system for programming in-game agents. We engaged 30 computer science students attending a university course on virtual agents in two programming assign
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
IN - Informatika
OECD FORD obor
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Návaznosti výsledku
Projekt
<a href="/cs/project/GAP103%2F10%2F1287" target="_blank" >GAP103/10/1287: PlanEx: Propojení plánování a provádění plánů</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2012
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Lecture Notes in Computer Science
ISSN
0302-9743
e-ISSN
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Svazek periodika
7471
Číslo periodika v rámci svazku
7471
Stát vydavatele periodika
DE - Spolková republika Německo
Počet stran výsledku
25
Strana od-do
38-62
Kód UT WoS článku
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EID výsledku v databázi Scopus
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