Humanización de personajes no jugables usando herramientas de inteligencia artificial para análisis de personalidad de los usuarios
This document shows the development of a web application that will have a 3D environment generated by the graphics engine Unity, which will communicate with a service of artificial intelligence provided by IBM Watson, via the web browser of a device to give certain personality characteristics to a v...
Autor Principal: | Magaña Saa, Juan Felipe |
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Otros Autores: | Magaña Saa, Sergio Andres |
Formato: | info:eu-repo/semantics/bachelorThesis |
Idioma: | spa |
Publicado: |
Ingenierias
2017
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Materias: | |
Acceso en línea: |
http://hdl.handle.net/10819/4307 |
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Sumario: |
This document shows the development of a web application that will have a 3D environment generated by the graphics engine Unity, which will communicate with a service of artificial intelligence provided by IBM Watson, via the web browser of a device to give certain personality characteristics to a virtual model or non-playable character (NPC) that will be part of a video game. This in order to achieve, through analysis of personality, the NPC in the videogames have some more human characteristics, abstracted from the users of the application, creating a more individual experience, giving new possibilities of interaction with NPCs and opening doors for future developments involving artificial intelligence services with video games and the user. Not going to delve into the psychological context of personality analysis or methods of abstraction of these data for later analysis. It will focus on the use of the services provided by IBM Watson, more specically Personality Insights, with which data user's personality necessary will be obtained for the union and interaction between artificial intelligence, Unity web application and the user so give appropriate personality traits to the NPC. |
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