Human, all too non-Human: Coop AI and the Conversation of Action


Simon Bart
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This paper considers the cultural sociological questions that might begin to be asked when players understand themselves to be cooperating rather than competing with the computer when they play digital games. Coop play with game AI in games like Call of Duty provides the basis for understanding human relationships with computers and machines in a way that may differ from the cultural historical antagonism embodied in a game like computer chess. This investigation also opens the doors for the analysis of emergent play in human-computer interaction.

 

Exploring the Uncanny Valley with Japanese Video Game Characters


Schneider Edward Wang Yifan Yang Shanshan
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Dr. Masahiro Mori's robotics design theory, the Uncanny Valley, has become a common reference in virtual character design. The theory holds that robots whose appearance is very close to being human, but not fully, will evoke a very negative human reaction. The theory is often referenced in design outside of robots, especially in video games, but there is very little data to support this application. The attempts at photorealistic graphics in the latest round of video game hardware have made reference to the valley common in even mass media discussion. This study asked 60 subjects their opinions on 75 different virtual characters from both inside and outside video games to investigate the relationship between human-like appearance and attraction. The results found definite parallels between Mori's predictions with robots and subject opinion on virtual characters, and have direct application to video game character design.