2 resultados para evolutionary games

em Research Open Access Repository of the University of East London.


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Over the last three decades, the application of evolutionary theory to the human sciences has shown remarkable growth. This growth has also been characterised by a ‘splitting’ process, with the emergence of distinct sub-disciplines, most notably: Human Behavioural Ecology (HBE), Evolutionary Psychology (EP) and studies of Cultural Evolution (CE). Multiple applications of evolutionary ideas to the human sciences are undoubtedly a good thing, demonstrating the usefulness of this approach to human affairs. However, this fracture has been associated with considerable tension, a lack of integration, and sometimes outright conflict between researchers. In recent years however, there have been clear signs of hope that a synthesis of the human evolutionary behavioural sciences is underway. Here, we briefly review the history of the debate, both its theoretical and practical causes; then provide evidence that the field is currently becoming more integrated, as the traditional boundaries between sub-disciplines become blurred. This article constitutes the first paper under the new editorship of the Journal of Evolutionary Psychology, which aims to further this integration by explicitly providing a forum for integrated work.

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REVERIE (REal and Virtual Engagement in Realistic Immersive Environments) [1] is a multimedia and multimodal framework, which supports the creation of immersive games. The framework supports the creation of games integrating technologies such as 3D spatial audio, detection of the player’s body movement using Kinect and WIMO sensors, NPCs (Non-Playable Characters) with advanced AI capabilities featuring various levels of representation and gameplay into an immersive 3D environment. A demonstration game was developed for REVERIE, which is an adapted version of the popular Simon Says game. In the REVERIE version, a player tries to follow physical instructions issued by two autonomous agents with different degrees of realism. If a player follows a physical instruction correctly, they are awarded one point. If not, they are deducted one point. This paper presents a technical overview of the game technologies integrated in the Simon Says demo and its evaluation by players with variable computer literacy skills. Finally the potential of REVERIE as an immersive framework for gaming is discussed, followed by recommendations for improvements in future versions of the framework.