The influence of virtual reality on the perception of artificial intelligence characters in games

Research output: Chapter in Book/Report/Conference proceedingChapter

Standard Standard

The influence of virtual reality on the perception of artificial intelligence characters in games. / Headleand, C.; Ap-Cenydd, L.; Henshall, G.I.; Headleand, C.J.; Henshall, G.; Ap Cenydd, L.; Teahan, W.J.

Research and Development in Intelligent Systems XXXII. Springer, 2015. p. 345-357.

Research output: Chapter in Book/Report/Conference proceedingChapter

HarvardHarvard

Headleand, C, Ap-Cenydd, L, Henshall, GI, Headleand, CJ, Henshall, G, Ap Cenydd, L & Teahan, WJ 2015, The influence of virtual reality on the perception of artificial intelligence characters in games. in Research and Development in Intelligent Systems XXXII. Springer, pp. 345-357. https://doi.org/10.1007/978-3-319-25032-8_26

APA

Headleand, C., Ap-Cenydd, L., Henshall, G. I., Headleand, C. J., Henshall, G., Ap Cenydd, L., & Teahan, W. J. (2015). The influence of virtual reality on the perception of artificial intelligence characters in games. In Research and Development in Intelligent Systems XXXII (pp. 345-357). Springer. https://doi.org/10.1007/978-3-319-25032-8_26

CBE

Headleand C, Ap-Cenydd L, Henshall GI, Headleand CJ, Henshall G, Ap Cenydd L, Teahan WJ. 2015. The influence of virtual reality on the perception of artificial intelligence characters in games. In Research and Development in Intelligent Systems XXXII. Springer. pp. 345-357. https://doi.org/10.1007/978-3-319-25032-8_26

MLA

Headleand, C. et al. "The influence of virtual reality on the perception of artificial intelligence characters in games". Research and Development in Intelligent Systems XXXII. Springer. 2015, 345-357. https://doi.org/10.1007/978-3-319-25032-8_26

VancouverVancouver

Headleand C, Ap-Cenydd L, Henshall GI, Headleand CJ, Henshall G, Ap Cenydd L et al. The influence of virtual reality on the perception of artificial intelligence characters in games. In Research and Development in Intelligent Systems XXXII. Springer. 2015. p. 345-357 https://doi.org/10.1007/978-3-319-25032-8_26

Author

Headleand, C. ; Ap-Cenydd, L. ; Henshall, G.I. ; Headleand, C.J. ; Henshall, G. ; Ap Cenydd, L. ; Teahan, W.J. / The influence of virtual reality on the perception of artificial intelligence characters in games. Research and Development in Intelligent Systems XXXII. Springer, 2015. pp. 345-357

RIS

TY - CHAP

T1 - The influence of virtual reality on the perception of artificial intelligence characters in games

AU - Headleand, C.

AU - Ap-Cenydd, L.

AU - Henshall, G.I.

AU - Headleand, C.J.

AU - Henshall, G.

AU - Ap Cenydd, L.

AU - Teahan, W.J.

PY - 2015/11/12

Y1 - 2015/11/12

N2 - Virtual Reality is a technology which is quickly leaving the laboratory and being placed in the hands of the consumer. With many large hardware manufacturers and games development studios investing heavily in the future of the technology, we are starting to see the first VR-based games become available. But will the consumerization of VR hardware change how games developers consider Artificial Intelligence? In this study, we begin by discussing how the perception of an AI-based character may change how a user interacts with it. Based on this survey, we ask the following question: “Do AI characters appear more or less human-like though Virtual Reality, as opposed to typical monitor-based viewing mediums?” We conduct a study where 16 participants play two games (a First Person Shooter (FPS), and a racing game), both played through VR and a monitor (4 games in total). In this study, the participants are told that they will play two games against another human participant, and two against an AI driven character and that they must make a judgement on what they are playing against for each game. However, they actually play against identical AI characters in both viewing instances of the two games. The results show a clear split in assessment for the two games; when the racing game was played through VR, the participants concluded that their opponent was Human; however, when played through the monitor, they concluded they were playing against an AI. However, the opposite trend is apparent when the participants played the FPS game. We conclude the VR does change the way we perceive AI characters; however this change in perception needs to be further investigated.

AB - Virtual Reality is a technology which is quickly leaving the laboratory and being placed in the hands of the consumer. With many large hardware manufacturers and games development studios investing heavily in the future of the technology, we are starting to see the first VR-based games become available. But will the consumerization of VR hardware change how games developers consider Artificial Intelligence? In this study, we begin by discussing how the perception of an AI-based character may change how a user interacts with it. Based on this survey, we ask the following question: “Do AI characters appear more or less human-like though Virtual Reality, as opposed to typical monitor-based viewing mediums?” We conduct a study where 16 participants play two games (a First Person Shooter (FPS), and a racing game), both played through VR and a monitor (4 games in total). In this study, the participants are told that they will play two games against another human participant, and two against an AI driven character and that they must make a judgement on what they are playing against for each game. However, they actually play against identical AI characters in both viewing instances of the two games. The results show a clear split in assessment for the two games; when the racing game was played through VR, the participants concluded that their opponent was Human; however, when played through the monitor, they concluded they were playing against an AI. However, the opposite trend is apparent when the participants played the FPS game. We conclude the VR does change the way we perceive AI characters; however this change in perception needs to be further investigated.

U2 - 10.1007/978-3-319-25032-8_26

DO - 10.1007/978-3-319-25032-8_26

M3 - Chapter

SN - 9783319250304; 9783319250328

SP - 345

EP - 357

BT - Research and Development in Intelligent Systems XXXII

PB - Springer

ER -