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?”
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 language | Portuguese |
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Pages (from-to) | 112-124 |
Number of pages | 13 |
Journal | Prisma.com |
Publication status | Published - 5 Apr 2008 |
Keywords
- COMPUTER GAMES
- ARTIFICIAL INTELLIGENCE
- MOTION CAPTURE
- REALISM