PIAVCA (Platform Independent API for Virtual Characters and Avatars)


Notes:

  • Character animation

Resources:

See also:

Behavior Realizers | EMBR (Embodied Agents Behavior Realizer)


A platform independent architecture for virtual characters and avatars
M Gillies, V Vinayagamoorthy, D Robeterson… – … Workshop on Intelligent …, 2005 – Springer
We have developed a Platform Independent Architecture for Virtual Characters and Avatars (PIAVCA), a character animation system that aims to be independent of any underlying graphics framework and so …

An investigation of presence response across variations in visual realism
V Vinayagamoorthy, A Brogni, M Gillies… – The 7th Annual …, 2004 – academia.edu
… and self-report questionnaires. We also used this study to test Platform Independent API PRESENCE 2004 148 Page 150. for Virtual Characters and Avatars (PIAVCA) in conjunction with DIVE 1 [25, 29]. 3. Background It has …

Piavca: A framework for heterogeneous interactions with virtual characters
M Gillies – Virtual Reality Conference, 2008. VR’08. IEEE, 2008 – ieeexplore.ieee.org
This paper presents a virtual character animation system for real time multi-modal interaction, which can handle many different styles of interaction and animation simultaneously. Our system is based on a model of animation that represents different types …

Piavca: a framework for heterogeneous interactions with virtual characters
M Gillies, X Pan, M Slater – Virtual reality, 2010 – Springer
This paper presents a virtual character animation system for real-time multimodal interaction in an immersive virtual reality setting. Human to human interaction is highly multimodal, involving features such as verbal language, tone of voice, facial expression, gestures and …

The role of posture in the communication of affect in an immersive virtual environment
V Vinayagamoorthy, A Brogni, A Steed… – Proceedings of the 2006 …, 2006 – dl.acm.org
… PIAVCA [Gillies et al., 2005]. The Platform Independent Architecture for Virtual Characters and Avatars (PIAVCA) is a library for controlling virtual characters through the use of motion data. In addition a posture loading module …

Experimenting with non-verbal interaction
PGT Healey, C Frauenberger… – 8th international …, 2009 – techfak.uni-bielefeld.de
… We use the PIAVCA environment [2] to create and control the behaviour of avatars in our system. PIAVCA is a framework for controlling responsive anima- tion based on motion capture data that is geared to non-verbal communication …

A Software Framework for Controlling Virtual Reality Avatars via a Brain-Computer Interface
D Pori?, A Mulloni, R Leeb, D Schmalstieg – researchgate.net
… PIAVCA (Platform independent API for Virtual Characters and Avatars) is a platform independent animation engine which is based upon Cal3D [4]. It allows the blending, addition and subtraction of different animations thereby enabling the user to create large amounts of …

Supporting children’s social communication skills through interactive narratives with virtual characters
ME Foster, K Avramides, S Bernardini, J Chen… – Proceedings of the 18th …, 2010 – dl.acm.org
… Simpler objects and most of the environment are rendered directly, while for more complex animated characters, the Piavca package is used [11]. Pi- avca is a platform independent programming interface for virtual characters and avatars …

Breaks in presence as usability criteria
A Steed, A Brogni, V Vinayagamoorthy – Proc. of HCI International, 2005 – cs.ucl.ac.uk
… Although both types of virtual characters were not visually realistic in terms of their human appearance … (Platform Independent API for Virtual Character and Avatars) software. PIAVCA is a character animation library designed to be independent of any underlying graphics engine …

The impact of a character posture model on the communication of affect in an immersive virtual environment
V Vinayagamoorthy, A Steed… – IEEE Transactions on …, 2008 – ieeexplore.ieee.org
… The behavior of the characters was controlled using Tcl scripts which called procedures in Platform Independent Architecture for Virtual Characters and Avatars (PIAVCA) [39]. The PIAVCA is a library for controlling virtual characters through the use of motion data …

Believable Virtual Characters in Human-Computer Dialogs.
Y Jung, A Kuijper, DW Fellner, M Kipp… – Eurographics …, 2011 – pdfs.semanticscholar.org
… approach is to use a scripting language like Python to give access to animation functionality as done in PIAVCA [GS10] … 3. Real-time Character Animation Virtual characters in general and character animations in particular are obviously an important and ongoing research topic …

Challenges for the Animation of Expressive Virtual Characters: The Standpoint of Sign Language and Theatrical Gestures
S Gibet, P Carreno-Medrano, PF Marteau – Dance Notations and Robot …, 2016 – Springer
… Without offering an animation specification language, the PIAVCA architecture [47] proposes a … Finally, the usability and acceptability of virtual characters to the expert communities should also … lot remain to be done before comprehensive, believable and reactive avatars can be …

An application framework for controlling an avatar in a desktop-based virtual environment via a software SSVEP brain–computer interface
J Faller, G Müller-Putz, D Schmalstieg… – … teleoperators and virtual …, 2010 – MIT Press
… SoSSVEP is used to display SSVEP stimuli. SoSSVEPAvatar allows for the integration of virtual characters based upon the PIAVCA (platform independent API for virtual characters and avatars; Gillies, Vinayagamoorthy, Robertson, & Steed, 2005) library …

Empathic Avatars–Case for Support
N Dodgson – Citeseer
… However, the general area, as applied to animating virtual characters or avatars, remains unexplored … Page 6. Empathic Avatars Page 6 of 9 … Create a low level animation system based on existing software (the Piavca character animation framework developed at UCL and BT) …

An Application Framework for Controlling an Avatar in a Desktop-Based Virtual Environment via a Software SSVEP Brain–Computer Interface
D Schmalstieg – 2010 – researchgate.net
… SoSSVEP is used to display SSVEP stimuli. SoSSVEPAvatar allows for the integration of virtual characters based upon the PIAVCA (platform independent API for virtual characters and avatars; Gillies, Vinayagamoorthy, Robertson, & Steed, 2005) library …

Comparing and evaluating real time character engines for virtual environments
M Gillies, B Spanlang – Presence: Teleoperators and Virtual …, 2010 – MIT Press
… Piavca (platform independent architecture for virtual character and avatars) is a character engine devel … Piavca has also been used to create a large screen environment for studying multiparty … A participant interacts with two virtual characters on a large screen display (see Figure …

An eye gaze model for dyadic interaction in an immersive virtual environment: Practice and experience
V Vinayagamoorthy, M Garau, A Steed… – Computer Graphics …, 2004 – Wiley Online Library
… Abstract. This paper describes a behavioural model used to simulate realistic eye-gaze behaviour and body animations for avatars representing participants in a shared immersive virtual environment (IVE) … 2. Background: Virtual humans. 2.1. Expressive Avatars & Agents …

Virtual character personality influences participant attitudes and behavior–an interview with a virtual human character about her social anxiety
X Pan, M Gillies, M Slater – Frontiers in Robotics and AI, 2015 – frontiersin.org
… This was done by adding another layer of animation in 3Ds Max. The scenario was implemented using Platform Independent API for Virtual Characters and Virtual characters (PIAVCA) (Gillies and Spanlang, 2010) and XVR (Tecchia et al., 2010) …

Intelligent Virtual Agents: 8th International Conference, IVA 2008, Tokyo, Japan, September 1-3, 2008, Proceedings
H Prendinger, J Lester, M Ishizuka – 2008 – books.google.com
… Sano Conversation and Negotiation Social Perception and Steering for Online Avatars … Generation of Conversational Behavior for Multiple Embodied Virtual Characters: The Rules and … Helmut Prendinger, Elisabeth André, and Mitsuru Ishizuka Piavca: A Framework …

Variations in physiological responses of participants during different stages of an immersive virtual environment experiment
A Brogni, V Vinayagamoorthy, A Steed… – Proceedings of the ACM …, 2006 – dl.acm.org
… as shown in Figure 3. 3.3 Independent Variables The two main factors in the study were the texture quality of the environment and the visual aspect of the virtual characters: 377 Page 3. Figure 2: Top view of the street. Figure 3: Cartoon(above) and Realistic (below) Avatars …

Responses of Participants During an Immersive Virtual Environment Experience.
A Brogni, V Vinayagamoorthy, A Steed, M Slater – IJVR, 2007 – academia.edu
… The street was populated with a total of 16 virtual characters walking up and down the main street however only 8 characters were on the street at any one time … The avatars were avoiding any collision with each other and with the participant …

Experimental studies of the interaction between people and virtual humans with a focus on social anxiety
X Pan – 2010 – discovery.ucl.ac.uk
… 57 Figure 3.9: PIAVCA Designer ….. 57 Figure 3.10: XVR on a desktop … 1.2 Research Question Virtual Characters (avatars) are computer generated human beings. They are …

Real-time animation of interactive agents: Specification and realization
A Heloir, M Kipp – Applied Artificial Intelligence, 2010 – Taylor & Francis
… Cognitive Technologies Series, Berlin: Springer. Gillies, M., X. Pan, and M. Slater. 2008. PIAVCA: A framework for heterogeneous interactions with virtual characters. In: Proc. of Intelligent Virtual Agents, eds. H. Prendinger, J. Lester, and M. Ishizuka, 494–495. Tokyo, Japan …

Embodied design of full bodied interaction with virtual humans
M Gillies, H Brenton, A Kleinsmith – … of the 2nd International Workshop on …, 2015 – dl.acm.org
… interactive machine learning. In Intelligent User Interfaces (2015). 11. Gillies, M., Pan, X., and Slater, M. Piavca: a framework for heterogeneous interactions with virtual characters. Virtual Reality (2010), 1–8. 12. Huang, L., Morency …

Detecting and Understanding Breaks in Presence from Physiological Data: Work in Progress
A Brogni, V Vinayagamoorthy, A Steed, M Slater – academia.edu
… These virtual characters would be ‘aware’ of the location of the participant and would often address … This meant integrating, the PIAVCA1 written in collaboration with BT Exact, DIVE2 [DIVE … importance of the realism of the environment associated with the realism of the avatars …

Adding Sign Language Animation to the ECHOES Multimodal Technology Enhanced Learning Environment
E Farrow, O Lemon – … of the International Symposium on Sign …, 2011 – vhg.cmp.uea.ac.uk
… We will also familiarise ourselves with other projects which have developed BSL virtual characters, from Tessa [1] to the present day, and use the results of those projects to guide our system development. 4.2 Technical Considerations ECHOES uses the Piavca package (Gillies …

What a decade of experiments reveals about factors that influence the sense of presence: Latest findings
C Youngblut – 2007 – dtic.mil
… Avatars & Agents: Agency o Relation to user ? … The form realism and behavioral realism used to represent other people or virtual characters in a virtual world has been investigated in several experiments, but little attention has been paid to how the fidelity of a user’s self …

Lip syncing method for realistic expressive 3D face model
IR Ali, H Kolivand, MH Alkawaz – Multimedia Tools and Applications, 2017 – Springer
… process for the Lifelike Responsive Avatar Framework (LRAF), which was implemented to analyze the efficiency of expressive avatars. Shapiro [34] achieved a high level of realism and control by describing a system for the movement of virtual characters by incorporating a set …

Dynamic aspects of character rendering in the context of multimodal dialog systems
YA Jung – 2011 – tuprints.ulb.tu-darmstadt.de
… However, the focus clearly lies on the graphical representation of virtual characters, while especially focusing on the dynamic aspects of … System zu entwickeln, das einerseits möglichst vollständig hinsichtlich der Fähigkeiten und Fer- tigkeiten eines solchen Avatars ist, und das …

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