y + 1 / (σ * (2π)0,5) * e-((x + μ) / (2*σ))
Y is the height of your character, μ is his or her position and σ is thick-headnedness
See! SEE! I knew there would be Math.
*shudder*Kidding aside.. like DocClox was hinting at it's a mathematical way to move things along a pseudo-natural path. As an example....
For immersion's sake new Actors are placed outside of the player's field of vision. That Actor now needs to get around whatever obstacles are in the way to approach the player. The game engine then provides the spline formula with "Go to point A, then point B, then point C, then point D" with point D being right in front of the player. The formula then returns a relatively smooth path to follow that will get the Actor from point A to D.
Without this path the Actor would look very robotic. They'd move in three very straight lines (A->B, B->C, C->D) and turn at harsh angles. All this would kill immersion.
Splines work in 3d space very naturally so they're a perfect fit for aerial creatures that have no navmesh to guide them. If you're feeling adventurous you could even figure out a way to flit them about yourself as Bethesda has provided a http://www.creationkit.com/SplineTranslateTo_-_ObjectReference function.