Notes:
This text discusses the use of planning algorithms in the development of virtual humans, which are digital agents that are able to interact with people in a human-like manner. These virtual humans are typically created with a range of technologies, including speech recognition, natural language processing, and nonverbal behavior generation. Researchers are interested in developing these agents to have a wide range of abilities, including the ability to perceive, reason, and generate behavior that is similar to human behavior. One particular area of focus is the generation of gestures, which is a key challenge in the development of virtual humans. Other areas of research include the use of virtual humans in interactive narratives and ambient intelligence environments, and the development of virtual humans that are capable of generating natural behaviors during ongoing user interactions.
Ambient intelligence environments are smart spaces that are equipped with a variety of sensors and devices that can sense and respond to the presence and actions of people. These environments are designed to be responsive, adaptive, and intuitive, and to provide a seamless and personalized user experience.
Virtual humans, or virtual agents, are computer-generated characters that are designed to interact with people in a realistic and lifelike manner. In ambient intelligence environments, virtual humans can be used to provide information, assistance, and entertainment to users. They can be deployed in a variety of settings, including public spaces, homes, offices, and museums, to perform a range of tasks, such as answering questions, providing directions, or engaging users in conversation.
Virtual humans can be integrated with ambient intelligence systems through various modalities, such as speech, text, gestures, and facial expressions. They can also be programmed to adapt their behavior and responses based on the context and the needs of the user. By interacting with virtual humans, users can access information, services, and entertainment in a more natural and intuitive way.
See also:
A review of eye gaze in virtual agents, social robotics and hci: Behaviour generation, user interaction and perception
K Ruhland, CE Peters, S Andrist… – Computer graphics …, 2015 – Wiley Online Library
… A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and Perception … Behaviour synthesis has not yet reached the levels of realism required to convince users’ perceptual systems that a virtual human is the real thing …
Toward natural turn-taking in a virtual human negotiation agent
D DeVault, J Mell, J Gratch – 2015 AAAI Spring Symposium Series, 2015 – aaai.org
… Hartholt, A.; Traum, D.; Marsella, S.; Shapiro, A.; Stratou, G.; Leuski, A.; Morency, L.-P.; and Gratch, J. 2013. All together now, introducing the virtual human toolkit. In IVA … Lee, J., and Marsella, S. 2006. Nonverbal behavior generator for embodied conversational agents …
Behavior generation for interactive virtual humans using context?dependent interaction meshes and automated constraint extraction
D Vogt, B Lorenz, S Grehl… – Computer Animation and …, 2015 – Wiley Online Library
Interaction meshes are a promising approach for generating natural behaviors of virtual characters during ongoing user interactions. In this paper, we propose several extensions to the interaction mesh approach based on statistical analyses of the underlying example …
Cerebella: automatic generation of nonverbal behavior for virtual humans
M Lhommet, Y Xu, S Marsella – Twenty-Ninth AAAI Conference on Artificial …, 2015 – aaai.org
… 2008) a vir- tual character animation system that can address key re- quirements for realistic nonverbal behavior generation: ges- ture holds can … Demonstration The demonstration illustrates how Cerebella automatically generates nonverbal behaviors for virtual humans …
SimSensei demonstration: a perceptive virtual human interviewer for healthcare applications
LP Morency, G Stratou, D DeVault, A Hartholt… – Twenty-Ninth AAAI …, 2015 – aaai.org
… 2013) and its main components in- clude a dialogue processing component, supported by in- dividual modules for speech recognition, language under- standing and dialogue management, a nonverbal behavior generation component for the virtual human, a rendering en …
Real-time visual prosody for interactive virtual agents
H Van Welbergen, Y Ding, K Sattler… – … on Intelligent Virtual …, 2015 – Springer
… colleagues (see [12] for a recent overview of their work) have provided a nonverbal behavior generator (NVBG) that … Bergmann, Kirsten, Kopp, Stefan, Eyssel, Friederike: Individualized gesturing outperforms average gesturing – evaluating gesture production in virtual humans …
Negotiation as a challenge problem for virtual humans
J Gratch, D DeVault, GM Lucas, S Marsella – International Conference on …, 2015 – Springer
… Negotiation as a Challenge Problem for Virtual Humans … Abstract. We argue for the importance of negotiation as a challenge problem for virtual human research, and introduce a virtual conversational agent that allows people to practice a wide range of negotiation skills …
Modeling warmth and competence in virtual characters
THD Nguyen, E Carstensdottir, N Ngo… – … on Intelligent Virtual …, 2015 – Springer
… development, iteration, and feedback from an expert panel composed of two psychologists, a theatrical performance director, a virtual human designer, and … A similar approach was used for developing the Non-Verbal Behavior Generator (NVBG) [23], composed of a set of rules …
A platform for building mobile virtual humans
AW Feng, A Leuski, S Marsella, D Casas… – … on Intelligent Virtual …, 2015 – Springer
… Automating this behavior in virtual humans quite remarkably brings otherwise seemingly dead characters to life [9]. Later machine learning research … well as the practical expertise garnered over the years, we have chosen to incorporate a nonverbal behavior generator based on …
The effect of an animated virtual character on mobile chat interactions
SH Kang, AW Feng, A Leuski, D Casas… – Proceedings of the 3rd …, 2015 – dl.acm.org
… Figure 1: [Top] Offline, a set of utterances are recorded and then processed by a non-verbal behavior generator (Cerebella) and a lip sync process. The results are stored in a BML file for later use during runtime. [Bottom] Online, a user listens to a virtual human, then responds …
Smart Mobile Virtual Humans:“Chat with Me!”
SH Kang, AW Feng, A Leuski, D Casas… – … Conference on Intelligent …, 2015 – Springer
… 1. [Top] Offline, a set of utterances are recorded and then processed by a non-verbal behavior generator (Cerebella [9]) and a lip sync process [11]. The results are stored in a BML file for later use during runtime. [Bottom] Online, a user listens to a virtual human, then responds …
Hedonic or utilitarian? Exploring the impact of communication style alignment on user’s perception of virtual health advisory services
M Li, J Mao – International Journal of Information Management, 2015 – Elsevier
… with humans; and (2) The emotions of the virtual advisor are made possible using non-verbal behaviour generators (NVBGs), which read … Another study on virtual humans and persuasion empirically showed that users exhibited gender-based in-group favouritism in the form of …
Sentiment analysis: from opinion mining to human-agent interaction
C Clavel, Z Callejas – IEEE Transactions on affective computing, 2015 – ieeexplore.ieee.org
Page 1. Sentiment Analysis: From Opinion Mining to Human-Agent Interaction Chloé Clavel and Zoraida Callejas Abstract—The opinion mining and human-agent interaction communities are currently addressing sentiment analysis …
Predicting co-verbal gestures: a deep and temporal modeling approach
CC Chiu, LP Morency, S Marsella – International Conference on Intelligent …, 2015 – Springer
… As a consequence, models of gesture generation are a key challenge in research on virtual humans, embodied agents capable of face-to-face interaction with people … Lee, J., Marsella, SC: Nonverbal behavior generator for embodied conversational agents …
Learning multimodal behavioral models for face-to-face social interaction
A Mihoub, G Bailly, C Wolf, F Elisei – Journal on Multimodal User …, 2015 – Springer
… The system takes as input arbitrary texts and produces synchronized conversational gestures in the style of a particular speaker. Admoni et Scassellati [23] introduced a preliminary model for nonverbal behavior generation …
Dynamic digital human models for ergonomic analysis based on humanoid robotics techniques
G De Magistris, A Micaelli, J Savin, C Gaudez, J Marsot – 2015 – hal.archives-ouvertes.fr
… He joined the Systems and Technologies Integration Laboratory, French Atomic Energy Commission in 2010. His current research interests include automatic control, whole-body control for virtual humans, and human behaviours …
A multimodal system for real-time action instruction in motor skill learning
I de Kok, J Hough, F Hülsmann, M Botsch… – Proceedings of the …, 2015 – dl.acm.org
… Keywords Coaching; motor skill learning; multimodal interaction; vir- tual reality; virtual human … 3.3.2 Action Patterns for Behaviour Generation For many actions a decision update rate of once every squat phase or every completed coaching action is too infre- quent to comply …
An exploratory study into the use of an emotionally aware cognitive assistant
A Malhotra, L Yu, T Schröder, J Hoey – Workshops at the Twenty-Ninth AAAI …, 2015 – aaai.org
… The videos generated for the prompts consisted of a virtual human character called ‘Rachel’ created with the VHT2. We used the NonVerbal Behavior Generator, the SmartBody module, and the Character Customizer tools that allow for the quick setup of a single-character …
Integrating conversation trees and cognitive models within an eca for aggression de-escalation training
T Bosse, S Provoost – International Conference on Principles and Practice …, 2015 – Springer
… Springer, Heidelberg (2003) 11. Kenny, P., Hartholt, A., Gratch, J., Swartout, W., Traum, D., Marsella, S., Piepol, D.: Building interactive virtual humans for training environments … Lee, Jina, Marsella, Stacy C.: Nonverbal behavior generator for embodied conversational agents …
Mood contagion of robot body language in human robot interaction
J Xu, J Broekens, K Hindriks, MA Neerincx – Autonomous Agents and Multi …, 2015 – Springer
The aim of our work is to design bodily mood expressions of humanoid robots for interactive settings that can be recognized by users and have (positive) effects on people who interact with the…
Second mind: a system for authoring behaviors in virtual worlds
M Mehta, A Corradini – Proceedings of the XVI International Conference …, 2015 – dl.acm.org
… Keywords Authoring tools; behavior generation; virtual worlds; non-playing characters; Second Life; Second Mind. 1. INTRODUCTION … [5] J. Rickel, S. Marsella, J. Gratch, R. Hill, D. Traum, and W. Swartout, “Toward a new generation of virtual humans for interactive experiences …
Creating a toolkit for human-robot interaction
J Oosterkamp – 2015 – essay.utwente.nl
… The HMI group makes use of AsapRealizer, which is a behavior realizer for virtual humans. It makes use of the Behavior Markup Language, BML, as proposed by Kopp et al. [13]. BML is an international effort to unify a multimodal behavior generation framework for Embodied …
Learning joint multimodal behaviors for face-to-face interaction: performance & properties of statistical models
G Bailly, A Mihoub, C Wolf, F Elisei – 2015 – hal.archives-ouvertes.fr
… DBN leads to the best performances in both interactive units recognition and behavior generation. It also displays a faithful coordination between generated trajectories compared to the ground truth … The Rickel gaze model: A window on the mind of a virtual human …
An Intelligent Architecture for Autonomous Virtual Agents Inspired by Onboard Autonomy
K Hassani, WS Lee – Intelligent Systems’ 2014, 2015 – Springer
… BBSOAA [15] is an extension of BDI architecture that enhances the knowledge representation and inference capabili- ties, and is suitable for simulating virtual humans … SAIBA [28] is a popular framework that defines a pipeline for abstract behavior generation …
Intimacy is Induced and Regulated Through Proxemic & Gaze Behaviour-A Study in Immersive Virtual Reality
J Kolkmeier – 2015 – essay.utwente.nl
… In Bailenson et al. [7], effect of gaze was dependent on agency of the virtual human – an effect could be measured in the agent condition, however not when the virtual human was introduced as an avatar. 2.2. Interpersonal Distance …
Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework.
D Economou, I Doumanis, F Pedersen… – Intelligent …, 2015 – books.google.com
… 3. The non-verbal behaviour generator (NVBG), a rule-based component that analyses an ECA response and proposes appropriate non-verbal … play simulation, instructors/learners must go through five steps: 1. Create the 3D scene and bring in Virtual Humans (VHs)–Instructors …
Learning data-driven models of non-verbal behaviors for building rapport using an intelligent virtual agent
R Amini – 2015 – digitalcommons.fiu.edu
Page 1. Florida International University FIU Digital Commons FIU Electronic Theses and Dissertations University Graduate School 3-25-2015 Learning Data-Driven Models of Non-Verbal Behaviors for Building Rapport Using an Intelligent Virtual Agent …
Employing virtual humans for interaction, assistance and information provision in ambient intelligence environments
C Birliraki, D Grammenos, C Stephanidis – International Conference on …, 2015 – Springer
… The ICT Virtual Human Toolkit [14] was designed to support researchers with the creation of embodied conversational agents … such as speech recognition, audio-visual sensing, natural language processing, dialogue management, nonverbal behavior generation and realization …
A mark-up language and interpreter for interactive scenes for embodied conversational agents
D Novick, M Gutierrez, I Gris, DA Rivera – International Conference on …, 2015 – Springer
… LNCS (LNAI), vol. 4133, pp. 205–217. Springer, Heidelberg (2006)Google Scholar. Lee, J., DeVault, D., Marsella, S., Traum, D.: Thoughts on FML: behavior generation in the virtual human communication architecture. In: AAMAS …
Generation of audio-visual prosody for expressive virtual actors
A Barbulescu – 2015 – tel.archives-ouvertes.fr
… 7 2.1 Virtual humans … Chapter 0. Glossary Virtual actor = piece of software which can be used to generate ”virtual humans” animations and which can be controlled and edited. Virtual human = any three-dimensional human-based representation in computer graphics …
A review of interactive narrative systems and technologies: a training perspective
L Luo, W Cai, S Zhou, M Lees, H Yin – Simulation, 2015 – journals.sagepub.com
As an emerging form of digital entertainment, the interactive narrative has attracted great attention from researchers over the past decade. Recently, there has…
State of the art in hand and finger modeling and animation
N Wheatland, Y Wang, H Song, M Neff… – Computer Graphics …, 2015 – Wiley Online Library
Motivating narrative representation for training cross-cultural interaction
RE Wray, JT Folsom-Kovarik, A Woods… – Procedia Manufacturing, 2015 – Elsevier
… [2]HC Lane and RE Wray, “Individualized Cultural and Social Skills Learning with Virtual Humans,” in Adaptive … 3, 2007. [13]RM Young, MO Riedl, M. Branly, A. Jhala, RJ Martin, and CJ Saretto, “An architecture for integrating plan-based behavior generation with interactive …
Natural face-to-face conversation with socially intelligent robots
ME Foster – Proceedings of the IROS, 2015 – dcs.gla.ac.uk
… embodied agents to have wider applicability, which include the following: the agents must be able to reproduce human abilities in perception, reasoning, and behaviour generation; these abilities … [29] J. Gratch, A. Hartholt, M. Dehghani and S. Marsella, ‘Virtual humans: A new …
Aesthetic interleaving of character performance requests
DG Shapiro, L LeBron, A Stern, M Mateas – Eleventh Artificial Intelligence …, 2015 – aaai.org
… Very few systems for interacting with virtual humans dele- gate performance-shaping decisions … Utility functions have been a staple of game program- ming for many years (Mark 2009) Here, the goal is to au- tomate some aspect of behavior generation via a tradeoff function, but …
Multimodal human-machine interaction including virtual humans or social robots
NM Thalmann, D Thalmann – SIGGRAPH Asia 2015 Courses, 2015 – dl.acm.org
… 72. Cagla Cig , Zerrin Kasap , Arjan Egges , Nadia Magnenat-Thalmann, Realistic emotional gaze and head behavior generation based on arousal … 74. S. Garchery, A. Egges, and N. Magnenat Thalmann, Fast facial animation design for emotional virtual humans, Proceedings of …
Creating automated virtual humans
R Sakpal – 2015 – search.proquest.com
… Figure 3: Virtual human embodiment Body [68], a character animation tool developed by ICT, provides developers with the ability to infuse VHs with locomotion, steering, object manipulation, lip-synching, gazing, and other nonverbal behavior generation capabilities within real …
interaction: performance & properties of statistical models
G Bailly, A Mihoub, C Wolf, F Elisei – core.ac.uk
… DBN leads to the best performances in both interactive units recognition and behavior generation. It also displays a faithful coordination between generated trajectories compared to the ground truth … The Rickel gaze model: A window on the mind of a virtual human …
When Strangers Meet: Collaborative Construction of Procedural Conversation in Embodied Conversational Agents
S Ólafsson – skemman.is
Page 1. i MA ritgerð Máltækni When Strangers Meet Collective Construction of Procedural Conversation in Embodied Conversational Agents Stefán Ólafsson Leiðbeinandi: Hannes Högni Vilhjálmsson Aðstoðarleiðbeinandi: Eiríkur Rögnvaldsson Maí 2015 Page 2. ii …
Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework Daphne Economou1 Ioannis Doumanis2
F Pedersen, P Kathrani, M Mentzelopoulos, V Bouki – 2015 – pdfs.semanticscholar.org
… 3. The non-verbal behaviour generator (NVBG), a rule-based component that analyses an ECA response and proposes appropriate non-verbal … 1. Create the 3D scene and bring in Virtual Humans (VHs) – Instructors/learners can load an empty environmental template and VHs …
A Light-weight Emotion Model for Non-Player Characters in a Video Game
Y Brammadesam Manavalan – 2015 – era.library.ualberta.ca
… light-weight model for NPC behavior and add the ability to generate emotions to it. Second, we make improvements on the manner of behavior generation used in the … of procedural NPC emotion and behavior generation which we are attempting to solve in this paper …
Towards AmI Systems Capable of Engaging in ‘Intelligent Dialog’and ‘Mingling Socially with Humans’
SE Bibri – The Human Face of Ambient Intelligence, 2015 – Springer
… 1973). Which of these facial gestures can be implemented or applied to ECA systems is contingent upon whether the ECA acts as a presenter or is involved in a face-to-face conversation—a believable virtual human. For example, the work of Zoric et al …
Timing multimodal turn-taking in human-robot cooperative activity
C Chao – 2015 – smartech.gatech.edu
… that accounts for multimodal information flow and resource usage in interaction. This model is implemented within a novel behavior generation architecture called CADENCE, the Control Architecture for the Dynamics of Embodied Natural Coor …
Génération de la prosodie audio-visuelle pour les acteurs virtuels expressifs
A Barbulescu – 2015 – theses.fr
… 7 2.1 Virtual humans … Chapter 0. Glossary Virtual actor = piece of software which can be used to generate ”virtual humans” animations and which can be controlled and edited. Virtual human = any three-dimensional human-based representation in computer graphics …
Modelling cultural dimensions and social relationships to create cultural synthetic characters
AMM Ellafi – 2015 – ros.hw.ac.uk
Page 1. Modelling Cultural Dimensions and Social Relationships to Create Cultural Synthetic Characters Ali Mosbah Mohammed Ellafi Submitted in fulfilment of the requirements of the Degree of Doctor of Philosophy at Heriot-Watt University …
Chatbots: On Demand Creation of Conversational Agents
LFAP dos Santos – 2015 – inesc-id.pt
… 29 vii Page 10. 3.1.1 Basic Pandora Bot . . . . . 29 3.2 Virtual Human Toolkit . . . . . 34 3.2.1 Architecture . . . . . 34 …
Physical engagement as a way to increase emotional rapport in interactions with embodied conversational agents
IG Sepulveda – 2015 – search.proquest.com
Page 1. PHYSICAL ENGAGEMENT AS A WAY TO INCREASE EMOTIONAL RAPPORT IN INTERACTIONS WITH EMBODIED CONVERSATIONAL AGENTS IVAN GRIS SEPULVEDA Department of Computer Science Charles Ambler, Ph.D. Dean of the Graduate School …