Ainsley Sutherland

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Conversations between characters are important aspects of many videogames. However, most such conversational interactions in videogames are quite limited in how they take into account the identities of those characters. Conversation in videogames typically varies, if at all, based only on one aspect of the character such as a non-player character (NPC)(More)
  • D Fox Harrell, Dominic Kao, Chong-U Lim, Jason Lipshin, Ainsley Sutherland, Julia Makivic +10 others
  • 2014
Overview We demonstrate the Chimeria Platform (see figure 1) that computationally models aspects of social identity dynamics for use in digital media such as in videogames and social networks. The Engine models users' degrees of membership across multiple categories as gradient values, enabling more representational nuance than binary statuses of(More)
  • D Fox Harrell, Dominic Kao, Chong-U Lim, Jason Lipshin, Ainsley Sutherland, Julia Makivic +10 others
  • 2014
Overview We demonstrate the Chimeria Platform (see figure 1) that computationally models aspects of social identity dynamics for use in digital media such as in videogames and social networks. The Engine models users' degrees of membership across multiple categories as gradient values, enabling more representational nuance than binary statuses of(More)
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