Notes:
The text discusses various aspects of virtual human systems, which are computer-based systems that simulate the appearance and behavior of human beings. These systems can have realistic appearances, can think and act like humans, and can express themselves both verbally and non-verbally. They can be used in a variety of applications, including training, simulation, and entertainment. The text mentions several specific areas of research related to virtual human systems, such as action planning, multi-sensor integration, real-time visualization, and computer vision. The text also discusses the importance of understanding the ways in which information and communication technologies are changing the human experience, and the role of psychologists in addressing these changes.
Action planning in virtual humans refers to the process of determining what actions the virtual human should take in order to achieve its goals in a given situation. This can involve identifying the relevant goals, considering the available options for achieving those goals, evaluating the potential outcomes of each option, and selecting the most appropriate action to take.
In order to perform action planning, virtual humans may rely on a range of internal models and representations, such as models of their own abilities and limitations, models of the environment in which they are operating, and models of the goals and preferences of other agents with which they are interacting. They may also use a variety of reasoning and decision-making algorithms to analyze and evaluate the available options, including techniques from artificial intelligence and machine learning.
Overall, the goal of action planning in virtual humans is to enable them to make effective and appropriate decisions in a wide range of situations, and to adapt their behavior in response to changing circumstances.
See also:
A crowdsourcing method to develop virtual human conversational agents
B Rossen, B Lok – International Journal of Human-Computer Studies, 2012 – Elsevier
Skip to main content …
Practical Evaluation of Human and Synthesized Speech for Virtual Human Dialogue Systems.
K Georgila, AW Black, K Sagae, DR Traum – LREC, 2012 – researchgate.net
Page 1. Practical Evaluation of Human and Synthesized Speech for Virtual Human Dialogue Systems Kallirroi Georgila†, Alan W. Black‡, Kenji Sagae†, David Traum† †Institute for Creative Technologies, University of Southern …
Sorting out the virtual patient: how to exploit artificial intelligence, game technology and sound educational practices to create engaging role-playing simulations
TB Talbot, K Sagae, B John, AA Rizzo – International Journal of …, 2012 – igi-global.com
Page 1. International Journal of Gaming and Computer-Mediated Simulations, 4(3), 1-19, July-September 2012 1 Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited …
A reranking approach for recognition and classification of speech input in conversational dialogue systems
F Morbini, K Audhkhasi, R Artstein… – 2012 IEEE Spoken …, 2012 – ieeexplore.ieee.org
… conversational systems, such as virtual human dialogue sys- tems [5, 2]. In many virtual human systems, speech recogni- tion errors can be tied directly to degradation in system per- formance [6]. Motivated by the idea that recognition of the words in an utterance and …
Continuum of virtual-human space: towards improved interaction strategies for physical-virtual avatars
A Nagendran, R Pillat, C Hughes, G Welch – Proceedings of the 11th …, 2012 – dl.acm.org
… real shape (ie 135 Page 2. Figure 1: The 3D Continuum Space in which all virtual-human systems reside physical manifestation) associated with them. A typical example could be a football player in a computer game. Note that …
Designing useful virtual standardized patient encounters
TB Talbot, K Sagae, B John… – … Training, Simulation and …, 2012 – researchgate.net
… This has been used successfully in deployed virtual human systems ranging from museum guides at the Museum of Sci- ence in Boston (Swartout et al., 2010) and virtual pa- tients (Kenny et al., 2010) to promotional characters for the US Army (Artstein et al., 2008; Leuski et al …
Stress resilience in virtual environments: training combat relevant emotional coping skills using virtual reality
AA Rizzo, B John, J Williams, B Newman… – Proceedings of the 9th …, 2012 – icdvrat.org
Page 1. Proc. 9th Intl Conf. Disability, Virtual Reality & Associated Technologies Laval, France, 10–12 Sept. 2012 ©2012 ICDVRAT; ISBN 978-0-7049-1545-9 229 Stress resilience in virtual environments: training combat relevant emotional coping skills using virtual reality …
Perception markup language: Towards a standardized representation of perceived nonverbal behaviors
S Scherer, S Marsella, G Stratou, Y Xu… – … on Intelligent Virtual …, 2012 – Springer
… We show how we can successfully integrate PML in a fully automated virtual agent system for healthcare applications. Keywords: perception, standardization, multimodal behavior analysis, virtual human system. 1 Introduction …
Unobtrusive measurement of subtle nonverbal behaviors with the Microsoft Kinect
N Burba, M Bolas, DM Krum… – 2012 IEEE Virtual Reality …, 2012 – ieeexplore.ieee.org
… [6] AA Rizzo, B. Lange, JG Buckwalter, E. Forbell, J. Kim, K. Sagae, J. Williams, BO Rothbaum, J. Difede, G. Reger, T. Parsons, and P. Kenny, “An Intelligent Virtual Human System for Providing Healthcare Information and Support,” in Medicine Meets Virtual Reality, 2011 …
Real-time speed detection of hand gesture using, Kinect
M Elgendi, F Picon… – Proc. Workshop on …, 2012 – researchgate.net
… We adjusted the virtual human system to calculate the standard deviation of instantaneous acceleration of the hand with a sampling step of 6 (s=6), in order to recognize the user’s hand move- ment in real-time with filtering (cf. Fig. 10). Page 12 …
Incremental dialogue understanding and feedback for multiparty, multimodal conversation
D Traum, D DeVault, J Lee, Z Wang… – … Conference on Intelligent …, 2012 – Springer
… NVBG. NVBG receives signals of the form of Figure 1 from the virtual human system’s dialog module, as well as signals such as head nods and gaze of other agents from the perceptual processing compoents. 10.1 Behaviors …
Future of telepsychology, telehealth, and various technologies in psychological research and practice.
MM Maheu, ML Pulier, JP McMenamin… – … : Research and Practice, 2012 – psycnet.apa.org
It is increasingly urgent for psychologists to confront the difficult questions raised by the way that information and communication technologies are altering not only health care, but also the human experience worldwide. Whether psychologists embrace or resist aspects of technology …
Live speech driven head-and-eye motion generators
BH Le, X Ma, Z Deng – IEEE transactions on visualization and …, 2012 – ieeexplore.ieee.org
… Thiébaux et al. [44] proposed a parameterized gaze controller on top of the open-source SmartBody virtual human system. Ma and Deng [45] proposed an effective technique to synthesize natural eye gaze by modeling the linear coupling between eye and head movement …
Cognitive and affective modeling in intelligent virtual humans for training and tutoring applications
R Sottilare, J Hart – Advances in Applied Human Modeling and …, 2012 – books.google.com
… Design and Validation of a Virtual Human System for Interpersonal Skills Education.(Doctoral dissertation, University of Florida, 2008) Dissertation Abstracts International, DAI-B 69/10.(UMINo … An intelligent virtual human system for providing healthcare information and support …
Motion capture and virtual humans to enhance ergonomic design and validation of refrigerated display units
G Colombo, G De Vecchi… – ASME 2012 …, 2012 – … .asmedigitalcollection.asme.org
… In particular, the method presented integrates the use of Motion Capture (Mocap) and Virtual Human systems with the aim of performing ergonomic analysis relying exactly on real movements performed by operators in everyday activities …
Investigating the influence of pause fillers for automatic backchannel prediction
S Scherer, D Ozkan, LP Morency – Feedback Behaviors in Dialog, 2012 – isca-speech.org
… For virtual human systems for example the correct timing of backchannels could be used to signal active listening or interest in the conversation with the human interlocutor. Additionally, one could provide systems with a stronger sense of rapport …
Combining Constructive Models with a 3D Game for Enhanced Immersion
MA Zielke, JR Gonzalez Jr, G Hardee – The Interservice/Industry …, 2012 – utdallas.edu
… The kinetic activity is a major driver for the JNEM mood and cooperation factors. These JNEM mood and cooperation factors are mapped to the NPCs in FPCT that are driven by the game virtual human system (VHS) … Virtual Human System(VHS) …
Research of Application of Bounded Rationality on Virtual Soldier Modeling
Q Xue, BW Cao, AL Li, PG Yu… – Applied Mechanics and …, 2012 – Trans Tech Publ
… conditions. E. Action Control Model Action control module is a low-level module of intelligent virtual soldier system, and it is the beginning study of virtual human system, which the scholars pay attention to and focus on greatly. When …
Research of Application of Bounded Rationality on Virtual Soldier Modeling
X Qing, CAO Bo-wei, L Ai-lan, Y Pinggang, Y Yi-jun – 2012 – Citeseer
… conditions. E. Action Control Model Action control module is a low-level module of intelligent virtual soldier system, and it is the beginning study of virtual human system, which the scholars pay attention to and focus on greatly. When …
A Reranking Approach For Recognition And Classification Of Speech Input In Conversational Dialogue Systems
FMKAR Artstein, MVSK Sagae – ict.usc.edu
… conversational systems, such as virtual human dialogue sys- tems [5, 2]. In many virtual human systems, speech recogni- tion errors can be tied directly to degradation in system per- formance [6]. Motivated by the idea that recognition of the words in an utterance and …
Using Virtual Reality For Clinical Assessment And Intervention
JG Buckwalter – 2012 – ict.usc.edu
Page 1. F l ISBN: 978-l-62100-004-4 © 2012 Nova Science Publishers, Inc. In: Handbook of Technology in Psychology Editor: Luciano L’Abate and David A. Kasier Chapter 14 USING VIRTUAL REALITY FOR CLINICAL ASSESSMENT …
Modeling nonverbal behaviors for virtual agents
J Lee – 2012 – search.proquest.com
… 1. Chapter 2 reviews related work. 2. Chapter 3 describes the literature based approach for modeling nonverbal behaviors for virtual agents and reviews virtual human systems utilizing the Nonverbal Behavior Gen … the different virtual human systems that model these behaviors …
Implicit Creation – Non-Programmer Conceptual Models For Authoring In Interactive Digital Storytelling
UM Spierling – 2012 – pearl.plymouth.ac.uk
Page 1. ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING by ULRIKE MARTINA SPIERLING A thesis submitted to the University of Plymouth in partial fulfilment for the degree of …