Agentes ou Jogadores? Os monstros estranhamente reais dos jogos de computadores

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Abstract

The ultimate techniques to develop video games are tools to produces artificial worlds with a high level of realism details on images and animations. Our emotions are touched by agents, it’s the uncanny valley claim by Masahiro Mori. On games, character movements, physics effects between objects, avatar’s artificial intelligence and realistic renderings processed in real time, push our perceptions to similar sensations of real world. The real and artificial frontiers are being blurred by digital process: “This avatar is a bot?”
The ultimate techniques to develop video games are tools to produces artificial worlds with a high level of realism details on images and animations. Our emotions are touched by agents, it’s the uncanny valley claim by Masahiro Mori. On games, character movements, physics effects between objects, avatar’s artificial intelligence and realistic renderings processed in real time, push our perceptions to similar sensations of real world. The real and artificial frontiers are being blurred by digital process: “This avatar is a bot?”
Original languagePortuguese
Pages (from-to)112-124
Number of pages13
JournalPrisma.com
Publication statusPublished - 5 Apr 2008

Keywords

  • COMPUTER GAMES
  • ARTIFICIAL INTELLIGENCE
  • MOTION CAPTURE
  • REALISM

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