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Featured researches published by Jenny Brusk.


conference on future play | 2007

DEAL: dialogue management in SCXML for believable game characters

Jenny Brusk; Torbjörn Lager; Anna Hjalmarsson; Preben Wik

In order for game characters to be believable, they must appear to possess qualities such as emotions, the ability to learn and adapt as well as being able to communicate in natural language. With this paper we aim to contribute to the development of believable non-player characters (NPCs) in games, by presenting a method for managing NPC dialogues. We have selected the trade scenario as an example setting since it offers a well-known and limited domain common in games that support ownership, such as role-playing games. We have developed a dialogue manager in State Chart XML, a newly introduced W3C standard, as part of DEAL --- a research platform for exploring the challenges and potential benefits of combining elements from computer games, dialogue systems and language learning.


audio mostly conference | 2014

Inclusive game design: audio interface in a graphical adventure game

Per Anders Östblad; Henrik Engström; Jenny Brusk; Per Backlund; Ulf Wilhelmsson

A lot of video games on the market are inaccessible to players with visual impairments because they rely heavily on use of graphical elements. This paper presents a project aimed at developing a point-and-click adventure game for smart phones and tablets that is equally functional and enjoyable by blind and sighted players. This will be achieved by utilizing audio to give blind players all necessary information and enjoyment without graphics. In addition to creating the game, the aim of the project is to identify design aspects that can be applied to more types of games to include more players. This paper also presents a pilot study that has been conducted on an early version of the game and the preliminary findings are discussed.


computer games | 2018

Prototyping Tools for Game Writers

Henrik Engström; Jenny Brusk; Patrik Erlandsson

A game is best evaluated by playing it and prototyping is therefore an important activity in game development. Game writers and narrative designers are responsible for the narrative structure of a game, which may have a varying degree of interactivity to it. The aim of this paper is to analyse the role of prototyping tools for game writers. There is a limited range of such tools available, of which Twine is one of the most established. Most of these tools have a text-based programming interface for modelling of game mechanics. This paper presents Deig—a prototyping tool for creating point-and-click adventure games. In Deig, game mechanics is modelled graphically using nodes from a set of primitives. We present an interview study where game writing students reflect on their experience of using Deig and Twine as prototyping tools. The result shows that both tools have their merits and complement each other. Deig was found to be intuitive for modelling of game mechanics, which lead students to create interactive narratives. Twine was found to be more useful for experimental writing. The conclusion of this work is that there is a need for a diverse set of prototyping tools to support game writing.


international conference on games and virtual worlds for serious applications | 2015

Accessible Game Culture Using Inclusive Game Design - Participating in a Visual Culture That You Cannot See

Ulf Wilhelmsson; Henrik Engström; Jenny Brusk; Per Anders Östblad

In this paper, we present the result of an experiment, in which we compare the gaming experience between sighted players and visually impaired players playing the same game. Specifically we discuss whether they experience the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices. The game has been designed to provide players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game, i.e. a design that is fully inclusive to both groups of players and that is as invisible for sighted players as possible without hindering visually impaired players to share the same gaming experience when it comes to story content. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters.


symposium on languages, applications and technologies | 2007

DEAL A Serious Game For CALL Practicing Conversational Skills In The Trade Domain

Preben Wik; Anna Hjalmarsson; Jenny Brusk


annual meeting of the special interest group on discourse and dialogue | 2007

Dealing with DEAL: A dialogue system for conversation training

Anna Hjalmarsson; Preben Wik; Jenny Brusk


Journal of Advanced Computational Intelligence and Intelligent Informatics | 2008

Developing Natural Language Enabled Games in SCXML

Jenny Brusk; Torbjörn Lager


Fonetik 2007, 30 maj - 1 juni 2007, Stockholm | 2007

Computer Assisted Conversation Training for Second Language Learners

Preben Wik; Anna Hjalmarsson; Jenny Brusk


IADIS International Journal on Computer Science and Information System | 2015

Including Visually Impaired Players in a Graphical Adventure Game: A Study of Immersion

Henrik Engström; Jenny Brusk; Per Anders Östblad


Archive | 2014

Steps Towards Creating Socially Competent Game Characters

Jenny Brusk

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Anna Hjalmarsson

Royal Institute of Technology

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Preben Wik

Royal Institute of Technology

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David R. Traum

University of Southern California

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