Apr 112013
 

Virtual cinematography in games needs a new understanding of the relationship between camera movements and player experience to be able to mature both scientifically and technologically.
With a better knowledge of such a relationship and how it differs from the classical direction-veiwer relationship in movies, it will be possible to identify more clearly the objectives of interactive virtual cinematography and perhaps to redefine the way we even talk about it.
With this in mind, I run an experiment to explore player preferences on different cinematographic aspects of camera positioning and animation in a 3D game.

I will be presenting this work at the International Conference On The Foundations Of Digital Games this May in Crete, you can read here the abstract and you can find the complete article in my publications page.

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 cinematography.

 Posted by at 14:11
Feb 012013
 

The Workshop on Intelligent Cinematography and Editing (WICED) aims to bring together an interdisciplinary group of researchers and industrial experts from fields including 3D graphics, artificial intelligence, visualization, interactive narrative, cognitive and perceptual psychology, computational linguistics, computational aesthetics, visual effects and others who are working on the many related aspects of automatic camera control.

The second edition of the workshop will be held in Crete from the 14th to the 17th of May within the International Conference on the Foundations of Digital Games 2013.
More information can be found on the workshop’s website: http://wiced.cameracontrol.org.

These are some videos of the presentations given during the 2012 edition:

 Posted by at 11:24
Aug 202012
 

Next year’s EvoGames will be held in Vienna from April the 3rd to the 5th. Make sure to come and contribute with great science!
The conference covers topics suc as:

  • Computational Intelligence in video games
  • Intelligent avatars and new forms of player interaction
  • Player experience measurement and optimization
  • Procedural content generation
  • Human-like artificial adversaries and emotion modelling
  • Authentic movement, believable multi-agent control
  • Experimental methods for gameplay evaluation
  • Evolutionary testing and debugging of games
  • Adaptive and interactive narrative and cinematography
  • Games related to social, economic, and financial simulations
  • Adaptive educational, serious and/or social games
  • General game intelligence (e.g. general purpose drop-n-play Non-Player Characters, NPCs)
  • Monte-Carlo tree search (MCTS)
  • Affective Computational Intelligence in Games

Take a look at the EvoGames 2013 call for papers and the full event’s website.

 Posted by at 10:54

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