Vinsamlegast notið þetta auðkenni þegar þið vitnið til verksins eða tengið í það: http://hdl.handle.net/1946/31200
With the introduction of Virtual Reality technology, giant opportunities in creating immersive, realistic experiences open up. One area in which video games still lack immersion is that of realistic conversation and attention models for NPCs. Large game worlds with rich histories that are filled with interesting characters have existed for a long time, but now that these worlds can be experienced in the first person in a much truer sense than before, the lack of social presence within them becomes much more apparent. In this project, we attempt to create an artificial intelligence that achieves a social presence that responds to the user in accordance with social norms and can keep track of who is speaking and whose turn it is to speak.