# A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

arXiv: https://arxiv.org/abs/1709.00904 · HTML: https://mlsanity.com/paper/1709.00904/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 4 Sep 2017.

## Built on by (most cited first, 1 of 1)

- ["Excavating AI" Re-excavated: Debunking a Fallacious Account of the JAFFE Dataset](https://mlsanity.com/paper/2107.13998/) (2021)

## Abstract (arXiv)

We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive attention-getting output and encourage the transition to voluntary interactive behaviour. The iMime system consists of a character animation engine based on the interaction metaphor of a mime performer that simulates non-verbal communication strategies, without spoken dialogue, to capture and hold the attention of a viewer. The system was developed in the context of a project studying care of dementia sufferers. Care for a dementia sufferer can place unreasonable demands on the time and attentional resources of their caregivers or family members. Our study contributes to the eventual development of a system aimed at providing relief to dementia caregivers, while at the same time serving as a source of pleasant interactive entertainment for viewers. The work reported here is also aimed at a more general study of the design of interactive entertainment systems involving a mixture of voluntary and involuntary control.
