Manish Mehta 0001

dblp:19/5745 · DBLP profile ↗
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12ranked-venue papers
3as first author
0since 2021 · last 2010
0009-0007-5691-8880ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorArtificial intelligence and machine learning · 4 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 37% Immersive interaction · 30% Human-AI interaction · 22%
Artificial intelligence
1 paper
Reinforcement learning · 100%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 5 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
runtime adaptation
0.112007
Towards Runtime Behavior Adaptation for Embodied Characters · IJCAI 2007
Immersive interaction
augmented reality
0.112007
Presence and engagement in an interactive drama · CHI 2007
Games and playful interaction › interactive narrative
interactive drama
0.112007
Presence and engagement in an interactive drama · CHI 2007
Immersive interaction › virtual reality
presence
0.112007
Presence and engagement in an interactive drama · CHI 2007
Design research and methods
design space
0.012010
Eliza meets the wizard-of-oz: evaluating social acceptability · CHI 2010

Methods — techniques the papers use, named apart from their topics

wizard-of-oz · 0.1game log analysis · 0.1qualitative study · 0.1
YearPublicationVenuePosition
2010 Eliza meets the wizard-of-oz: evaluating social acceptability
abstract
What authoring possibilities arise by blending machine and human control of live embodied character experiences? This paper explores two different "behind-the-scenes" roles for human operators during a three-month gallery installation of an embodied character experience. In the Transcription role, human operators type players' spoken utterances; then, algorithms interpret the player's intention, choose from pre-authored dialogue based on local and global narrative contexts, and procedurally animate two embodied characters. In the Discourse role, human operators select from semantic categories to interpret player intention; algorithms use this "discourse act" to automate character dialogue and animation. We compare these two methods of blending control using game logs and interviews, and document how the amateur operators initially resisted having to learn the Discourse version, but eventually preferred having the authorial control it afforded. This paper also outlines a design space for blending machine and human control in live character experiences.
Steven Dow, Manish Mehta 0001, Blair MacIntyre, Michael Mateas
CHI2
2010 Textual vs. Graphical Interaction in an Interactive Fiction Game
Manish Mehta 0001, Andrea Corradini 0002, Santiago Ontañón, Peter Juel Henrichsen
ICIDS1
2010 Drama Management and Player Modeling for Interactive Fiction Games
abstract
A growing research community is working toward employing drama management components in story‐based games. These components gently guide the story toward a narrative arc that improves the player's gaming experience. In this article we evaluate a novel drama management approach deployed in an interactive fiction game called Anchorhead. This approach uses player's feedback as the basis for guiding the personalization of the interaction. The results indicate that adding our Case‐based Drama manaGer (C‐DraGer) to the game guides the players through the interaction and provides a better overall player experience. Unlike previous approaches to drama management, this article focuses on exhibiting the success of our approach by evaluating results using human players in a real game implementation. Based on this work, we report several insights on drama management which were possible only due to an evaluation with real players.
Manu Sharma, Santiago Ontañón, Manish Mehta 0001, Ashwin Ram 0001
Comput. Intell.3
2009 Using Meta-reasoning to Improve the Performance of Case-Based Planning
Manish Mehta 0001, Santiago Ontañón, Ashwin Ram 0001
ICCBR1
2009 Evaluation of a Drama Manager Agent for an Interactive Story-Based Game
Andrea Corradini 0002, Manish Mehta 0001, Santiago Ontañón
ICIDS2
2009 Runtime Behavior Adaptation for Real-Time Interactive Games
abstract
Intelligent agents working in real-time domains need to adapt to changing circumstance so that they can improve their performance and avoid their mistakes. AI agents designed for interactive games, however, typically lack this ability. Game agents are traditionally implemented using static, hand-authored behaviors or scripts that are brittle to changing world dynamics and cause a break in player experience when they repeatedly fail. Furthermore, their static nature causes a lot of effort for the game designers as they have to think of all imaginable circumstances that can be encountered by the agent. The problem is exacerbated as state-of-the-art computer games have huge decision spaces, interactive users, and real-time performance that make the problem of creating AI approaches for these domains harder. In this paper, we address the issue of nonadaptivity of game playing agents in complex real-time domains. The agents carry out runtime adaptation of their behavior sets by monitoring and reasoning about their behavior execution to dynamically carry out revisions on the behaviors. The behavior adaptation approaches have been instantiated in two real-time interactive game domains. The evaluation results show that the agents in the two domains successfully adapt themselves by revising their behavior sets appropriately.
Manish Mehta 0001, Ashwin Ram 0001
IEEE Trans. Comput. Intell. AI Games1
2008 Developing a Drama Management Architecture for Interactive Fiction Games
Santiago Ontañón, Abhishek Jain 0004, Manish Mehta 0001, Ashwin Ram 0001
ICIDS3
2007 Presence and engagement in an interactive drama
abstract
In this paper we present the results of a qualitative, empirical study exploring the impact of immersive technologies on presence and engagement, using the interactive drama Façade as the object of study. In this drama, players are situated in a married couple's apartment, and interact primarily through conversation with the characters and manipulation of objects in the space. We present participants' experiences across three different versions of Façade -- augmented reality (AR) and two desktop computing based implementations, one where players communicate using speech and the other using typed keyboard input. Through interviews and observations of players, we find that immersive AR can create an increased sense of presence, confirming generally held expectations. However, we demonstrate that increased presence does not necessarily lead to more engagement. Rather, mediation may be necessary for some players to fully engage with certain interactive media experiences.
Steven Dow, Manish Mehta 0001, Ellie Harmon, Blair MacIntyre, Michael Mateas
CHI2
2007 Towards Runtime Behavior Adaptation for Embodied Characters
Peng Zang, Manish Mehta 0001, Michael Mateas, Ashwin Ram 0001
IJCAI2
2007 AR façade: an augmented reality interactve drama
abstract
Our demonstration presents AR Façade, a phyiscally embodied version of the interactive drama Façade, at the Beall Center in Irvine, CA. In this drama, players are situated in a married couple's apartment, and interact primarily through conversation with the characters and manipulation of objects in the space. Our demonstration will include two versions of the experience - an immersive augmented reality (AR) version and a desktop computing based implementation, where players communicate using typed keyboard input. Our recent study cross media study revealled emperical differences between the versions [Dow et al. 2007]. Through interviews and observations of players, we found that immersive AR can create an increased sense of presence, confirming generally held expectations. However, we learned that increased presence does not necessarily lead to more engagement. Rather, mediation may be necessary for some players to fully engage with certain immersive media experiences.
Steven Dow, Manish Mehta 0001, Blair MacIntyre, Michael Mateas
VRST2
2005 Animating an interactive conversational character for an educational game system
abstract
Within the framework of the project NICE (Natural Interactive Communication for Edutainment) [2], we have been developing an educational and entertaining computer game that allows children and teenagers to interact with a conversational character impersonating the fairy tale writer H.C. Andersen (HCA). The rationale behind our system is to make kids learn about HCA's life, fairy tales and historical period while playing and having fun. We report on the character's generation and realization of both verbal and 3D graphical non-verbal output behaviors, such as speech, body gestures and facial expressions. This conveys the impression of a human-like agent with relevant domain knowledge, and distinct personality. With the educational goal in the foreground, coherent and synchronized output presentation becomes mandatory, as any inconsistency may undermine the user's learning process rather than reinforcing it.
Andrea Corradini 0002, Manish Mehta 0001, Niels Ole Bernsen, Marcela Charfuelan
IUI2
2004 First prototype of conversational H.C. Andersen
abstract
This paper describes the implemented first prototype of a domain-oriented, conversational edutainment system which allows users to interact via speech and 2D gesture input with life-like animated fairy-tale author Hans Christian Andersen.
Niels Ole Bernsen, Marcela Charfuelan, Andrea Corradini 0002, Laila Dybkjær, Thomas Hansen, Svend Kiilerich, Mykola Kolodnytsky, Dmytro Kupkin, Manish Mehta 0001
AVI9