
This paper presents a game in which players can customize the behavior of their characters using their own movements while playing the game. Players’ movements are recorded with a motion capture system. The player then labels the movements and uses them as input to a machine learning algorithm that generates a responsive behavior model. This interface supports a more embodied approach to character design that we call “Customizing by Doing”. We present a user study that shows that using their own movements made the users feel more engaged with the game and the design process, due in large part to a feeling of personal ownership of the movement.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 21 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 10% |
