Requirements of non-verbal communication in believable synthetic agents

John Shearer, Patrick Olivier, Philip Heslop, Marco De Boni

Research output: Chapter in Book/Report/Conference proceedingConference PaperOther

2 Citations (Scopus)


Realism for synthetic characters, both in computer games and conversational agent mediated applications, requires both visual and behavioural fidelity. One significant area of synthetic character behaviour, that has to date received little attention, is non-verbal communication. In identifying the scope and participants of non-verbal communication in computer games we first review the range of spatial and task scenarios that are relevant. We then select four principal categories of non-verbal behaviour: gesture; gaze; proxemics; self-adaptors; and both summarise their role in communication and propose their incorporation in the design of non-player characters. In conclusion we review the question of how to capture the non-verbal behaviour of players or provide them with interaction techniques that might facilitate non-verbal communication with players and non-player characters alike.

Original languageEnglish
Title of host publicationAISB'06: Adaptation in Artificial and Biological Systems
PublisherSociety for the Study of Artificial Intelligence and the Simulation of Behaviour
Number of pages8
Publication statusPublished - 2006
Externally publishedYes
EventAISB Convention (Society for the Study of Artificial Intelligence and Simulation of Behaviour) 2006 - Bristol, United Kingdom
Duration: 3 Apr 20066 Apr 2006 (Proceedings)


ConferenceAISB Convention (Society for the Study of Artificial Intelligence and Simulation of Behaviour) 2006
Abbreviated titleAISB 2006
Country/TerritoryUnited Kingdom
Internet address

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