Notes:
The references below discuss the use of virtual humans in various applications, including simulations, dialog systems, and interactions with humans. It mentions the use of techniques such as behavior generation, natural language processing, and nonverbal behavior generation to enable virtual humans to interact with humans in a realistic and believable way. The text also discusses the importance of autonomous behavior and internal motivation in the behavior generation of virtual humans, and the use of existing platforms and tools to create virtual human applications. The text also mentions the importance of incorporating emotional models and real-time adaptive behavior generation in virtual humans, and the use of virtual human architectures and components that support the intelligent behaviors of these characters. The text also discusses the use of natural language and nonverbal behaviors in virtual human interactions, and the challenges of creating realistic virtual human behaviors. Finally, the text mentions the use of computational models and scripting languages to enable the creation of complex facial expressions and behaviors in virtual humans.
Behavior generation in virtual humans refers to the process of creating realistic and believable actions and behaviors for virtual characters in a virtual environment. There are several approaches to behavior generation, and the specific techniques and technologies used can vary depending on the requirements and goals of a particular project.
One approach to behavior generation is to use artificial intelligence (AI) and machine learning algorithms to generate behaviors based on data inputs. For example, a virtual human may be programmed to learn from observing human behavior and then generate its own actions based on that data. This approach can be useful for creating realistic and varied behaviors, but it can be difficult to control the specific actions that the virtual human will take.
Another approach to behavior generation is to use predefined behavior libraries or scripts. In this case, the virtual human is programmed to perform specific actions based on certain triggers or conditions. For example, a virtual human might be programmed to wave hello when it sees someone approaching, or to nod its head in agreement when it hears a statement it agrees with. This approach can be more straightforward and easier to control, but it may result in less realistic or varied behaviors.
See also:
Virtual humans for learning
W Swartout, R Artstein, E Forbell, S Foutz, HC Lane… – AI magazine, 2013 – wvvw.aaai.org
… 6 Grace: Actually, we’re better described as virtual humans … The sequencer thus takes the place of a real- time behavior generator, such as NVBG (Lee and Marsella 2006) and allows the NPCEditor dialogue manager to use the same FML/BML messages with- out caring about …
Virtual humans: a new toolkit for cognitive science research
J Gratch, A Hartholt, M Dehghani… – Proceedings of the …, 2013 – cloudfront.escholarship.org
… development. The Virtual Human Toolkit is a general-purpose collection of integrated VH capabilities, including speech recognition, natural language processing, perception, and nonverbal behavior generation & execution. The …
Procedural content generation for games: A survey
M Hendrikx, S Meijer, J Van Der Velden… – ACM Transactions on …, 2013 – dl.acm.org
Page 1. 1 Procedural Content Generation for Games: A Survey MARK HENDRIKX, SEBASTIAAN MEIJER, JOERI VAN DER VELDEN, and ALEXANDRU IOSUP, Delft University of Technology, The Netherlands Hundreds of millions of people play computer games every day …
Evolving plastic neuromodulated networks for behavior emergence of autonomous virtual characters
Y Nogueira, C F. de Brito, C Vidal… – Artificial Life Conference …, 2013 – MIT Press
… In conclusion, we present final discussions about the obtained results and future works on our study about natural behaviors of virtual characters. Behavior Generation of Virtual Characters … The diagram in Figure 1a illustrates the traditional ap- proach for behavior generation …
Behavior believability in virtual worlds: agents acting when they need to
N Avradinis, T Panayiotopoulos… – …, 2013 – springerplus.springeropen.com
Believability has been a perennial goal for the intelligent virtual agent community. One important aspect of believability largely consists in demonstrating autonomous behavior, consistent with the agent’s personality and motivational state, as well as the world conditions. Autonomy …
Multi-party, multi-role comprehensive listening behavior
Z Wang, J Lee, S Marsella – Autonomous Agents and Multi-Agent Systems, 2013 – Springer
… The model has been implemented within the nonverbal behavior generation component of our virtual human system and drives the agent to perform feedback automatically and dynamically. This work will be extended in several ways …
Coverbal synchrony in human-machine interaction
M Rojc, N Campbell – 2013 – books.google.com
… Turn-taking Gudny Ragna Jonsdottir and Kristinn R. Thórisson TTS-driven Synthetic Behavior Generation Model for Embodied Conversational Agents Izidor Mlakar, Zdravko Kacicand Matej Rojc Modeling Human Communication Dynamics for Virtual Human Louis-Philippe …
MARC: a framework that features emotion models for facial animation during human–computer interaction
M Courgeon, C Clavel – Journal on Multimodal User Interfaces, 2013 – Springer
… Finally, emotional models of autonomous agent will be expected to enable real-time adaptive behavior generation depending on the current … 28Google Scholar. 4. Becker-Asano C, Wachsmuth I (2010) Affective computing with primary and secondary emotions in a virtual human …
An overview on dynamic 3d character motion techniques in virtual environments
I Ismail, H Kolivand, MS Sunar, AH Basori – Life Science Journal, 2013 – researchgate.net
… if the researcher could point out the relation between the behavior generation, and the dynamics simulation to get the initial research directions. The real human behavior and dynamic human interaction must be combined to get the believable and natural virtual human motion …
All together now
A Hartholt, D Traum, SC Marsella, A Shapiro… – … Workshop on Intelligent …, 2013 – Springer
… technologies to offer full coverage of subareas includ- ing speech recognition, audio-visual sensing, natural language processing, dialogue management, nonverbal behavior generation & realization, text-to-speech and render- ing. Example virtual humans are included to …
An Expressive Virtual Audiencewith Flexible Behavioral Styles
N Kang, WP Brinkman… – IEEE Transactions …, 2013 – ieeexplore.ieee.org
… The models for behavior generation are realized through a statistical approach … Adjustable expressive behavior can be implemented by a parameterized agent model. The parameters should affect the virtual humans’ behavior so that they can behave expressively …
Co-constructing grounded symbols—feedback and incremental adaptation in human–agent dialogue
H Buschmeier, S Kopp – KI-Künstliche Intelligenz, 2013 – Springer
… In ongoing work, we are incorporating all of these mechanisms in a larger framework of incremental behaviour generation and adaptation for conversational … Kopp S, Allwood J, Grammar K, Ahlsén E, Stocksmeier T (2008) Modeling embodied feedback with virtual humans …
Multi-party interaction with a virtual character and a human-like robot
Z Yumak, N Magnenat-Thalmann – … of the 19th ACM Symposium on …, 2013 – dl.acm.org
… Multi-user tracking and localization Face recognition Head pose estimation Gesture recognition Sound localization and classification Scene understanding and fusion Dialogue and behavior generator Virtual human and robot control Figure 2: Overview of the system …
From Annotation to Multimodal Behavior
K Jokinen, C Pelachaud – Coverbal Synchrony in Human …, 2013 – books.google.com
… Lately Bergmann and Kopp developed a computational model of multimodal behavior generator that outputs sentences with the associated hand gestures … Beard, S. and D. Reid. 2002. MetaFace and VHML: A First Implementation of the Virtual Human Markup Language …
Touching virtual agents: embodiment and mind
G Huisman, M Bruijnes, J Kolkmeier, M Jung… – … Summer Workshop on …, 2013 – Springer
… For example, Virtual Human Toolkit [40], ASAP [96], and using crowd sourcing [84 … The ASAP behavior realizer (a SAIBA compliant BML 1.0 realizer [87]) is capable of incremental behavior generation, meaning that new agent behavior can be integrated seamlessly with ongoing …
How virtual reality training can win friends and influence people
J Hart, J Gratch, S Marsella – Human Factors in Defence. Ashgate, 2013 – researchgate.net
… “The Validity of a Virtual Human Experience for Interpersonal Skills Education … Tokyo, Japan. Lee, J. and S. Marsella (2006), Nonverbal Behavior Generator for Embodied Conversational Agents, in 6th International Conference on Intelligent Virtual Agents, pp. 243-255 …
Gesture with meaning
M Lhommet, SC Marsella – International Workshop on Intelligent Virtual …, 2013 – Springer
… Also, there is work on nonverbal behavior generation using manually con- structed models … When integrated into a larger virtual human architecture, NVBG automatically associates CFs to provided information (emotional state, coping strategy and dialog acts) …
Cross: modelling crowd behaviour with social-cognitive agents
N Wijermans, R Jorna, W Jager… – Journal of Artificial …, 2013 – jasss.soc.surrey.ac.uk
… Although current theories acknowledge the individual level as the level of behaviour generation, the level of detail in these theories does not describe how and why individual behaviour is chosen … A behavioral model for real time simulation of virtual human crowds …
Modeling the semantic coordination of speech and gesture under cognitive and linguistic constraints
K Bergmann, S Kahl, S Kopp – International Workshop on Intelligent Virtual …, 2013 – Springer
… Cognitive Science Society, Austin (2012) 7. Bergmann, K., Kopp, S., Eyssel, F.: Individualized gesturing outperforms average gesturing – evaluating gesture production in virtual humans … Lee, J., Marsella, S.: Nonverbal behavior generator for embodied conversational agents …
TTS-driven synthetic behavior generation model for embodied conversational agents
I Mlakar, Z Kacic, M Rojc – Coverbal Synchrony in Human …, 2013 – books.google.com
Page 340. CHAPTER 13 TTS-driven Synthetic Behavior Generation Model for Embodied Conversational Agents Izidor Mlakar, Zdravko Kacicand Matej Rojc 1. Introduction Communication is a concept of information exchange …
Embodied conversational agent avatars in virtual worlds: Making today’s immersive environments more responsive to participants
JF Morie, E Chance, K Haynes, D Rajpurohit – Believable bots, 2013 – Springer
… ICT’s virtual human architecture includes a number of components listed below that support the agents’ intelligent behaviours [21] … Non-verbal Behaviour Generation: takes the response output string and applies a set of rules to select gestures, postures and gazes for the virtual …
Emotion expression of avatar through eye behaviors, lip synchronization and MPEG4 in virtual reality based on Xface toolkit: Present and future
AH Basori, IR Ali – Procedia-Social and Behavioral Sciences, 2013 – Elsevier
… The difficult question to be answered is how we create virtual human capable to show the emotional during the conduct gaze and speech behaviors [11] … No November,pp.128 133, 2010. [7] Lee J, Marsella S. Nonverbal Behavior Generator for Embodied Conversational Agents …
The Impact of Communication Style Similarity on Customer’s Perception of Virtual Advisory Services: A Similarity Theory Perspective
L Manning, H Jie, J Benliang – The 12th Wuhan International …, 2013 – aisel.aisnet.org
… with humans; and 2) the emotions of the virtual advisor are made possible using non-verbal behaviour generators (NVBGs), which … Another study on virtual humans and persuasion empirically showed that users exhibit gender based in group favouritism in the form of greater …
AsapRealizer in practice–A modular and extensible architecture for a BML Realizer
D Reidsma, H van Welbergen – Entertainment computing, 2013 – Elsevier
… AsapRealizer is the most flexible system currently available. Abstract. Building a complete virtual human application from scratch is a daunting task, and it makes sense to rely on existing platforms for behavior generation. When …
Evaluating perceived trust from procedurally animated gaze
A Normoyle, JB Badler, T Fan, NI Badler… – Proceedings of Motion …, 2013 – dl.acm.org
… Jour- nal of Personality and Social Psychology 76, 893–910. CIG, C., KASAP, Z., EGGES, A., AND MAGNENAT-THALMANN, N. 2010. Realistic emotional gaze and head behavior generation based on arousal and dominance factors. In Motion in Games, MIG’10.
Conceptual Motorics-Generation and Evaluation of Communicative Robot Gesture
M Salem – 2013 – books.google.com
… 1.2 Speech-gesture generation transferred from virtual agents to physi- cal robots 1.3 Behavior generation pipeline adapted from Reiter and Dale . . . . 2.1 Kendon’s Continuum . . . . . 2.2 Classi?cation of co-verbal gestures …
TTS-driven synthetic behaviour-generation model for artificial bodies
I Mlakar, Z Ka?i?, M Rojc – International Journal of Advanced …, 2013 – journals.sagepub.com
… TTS-Driven Synthetic Behaviour-Generation Model for Artificial Bodies. Izidor Mlakar, Zdravko Ka?i?, and Matej Rojc. International Journal of Advanced Robotic Systems 2013 10:10. Download Citation … TTS-Driven Synthetic Behaviour-Generation Model for Artificial Bodies …
Emotional postures for the humanoid-robot nao
MS Erden – International Journal of Social Robotics, 2013 – Springer
… The approach is based on adaptation of the postures that are developed for a virtual human body model to the case of the physical robot Nao … Coulson’s data is used also in [34] to replicate his experiments on a different virtual human body model. 2.4 Recognition of Emotions …
Virtual Learning Environments and Intelligent Tutoring Systems-Survey of current approaches and design methodologies
K Muñoz, P Mc Kevitt, T Lunney… – Review Paper available …, 2013 – karlamunoz.net
Page 1. REVIEW PAPER Virtual Learning Environments and Intelligent Tutoring Systems Survey of current approaches and design methodologies Karla Muñoz • Paul Mc Kevitt • Tom Lunney • Intelligent Systems Research Centre …
Scalable models for patterns of life
JT Folsom-Kovarik, S Schatz, RM Jones… – Twenty-Fifth IAAI …, 2013 – aaai.org
… 2002, Wray et al. 2005) may offer initial points of explora- tion for heterogeneous behavior generation for POL. In … Musse, SR and Thalmann, D. 2001. Hierarchical model for real time simulation of virtual human crowds. IEEE …
The ghost in the shell paradigm for virtual agents and users in collaborative virtual environments for training
T Lopez, V Gouranton, F Nouviale… – Proceedings of the Virtual …, 2013 – dl.acm.org
… [12] J. Lee, D. DeVault, S. Marsella, and D. Traum. Thoughts on fml: Behavior generation in the virtual human communication architecture. Proceedings of FML, 2008. [13] I. Machado, P. Brna, and A. Paiva. Tell me a story. Virtual Reality, 9(1):34–48, 2005 …
Guidelines for contextual motion design of a humanoid robot
J Jung, T Kanda, MS Kim – International Journal of Social Robotics, 2013 – Springer
… an agent’s speaking behaviors [34]. Lee and Marsella studied video clips to develop rules that map specific words, phrases, and speech acts and constructed behavior generation rules [24]. These studies, however, failed to …
The role of arousal in two-resource problem tasks for humanoid service robots
K Kiryazov, R Lowe, C Becker-Asano… – 2013 IEEE RO …, 2013 – ieeexplore.ieee.org
… appraisal theoretic model that has been successfully implemented and tested in the context of the virtual human MAX, who … have used only the unconscious appraisal part of WASABI Engine with unconscious appraisal of the environment and involuntary behaviour generation) …
Multimodal plan representation for adaptable BML scheduling
H van Welbergen, D Reidsma, J Zwiers – Autonomous agents and multi …, 2013 – Springer
… 1. Fig. 1 Simplified overview of the SAIBA virtual human behavior generation pipeline. Communicative intent is translated to a multimodal behavior plan specified in BML. This BML is performed on the embodiment of the virtual human in two steps, by the BML Realizer …
Authoring multi-actor behaviors in crowds with diverse personalities
M Kapadia, A Shoulson, F Durupinar… – Modeling, Simulation and …, 2013 – Springer
… Section 7.3 describes the use of the OCEAN personality model to capture social crowd dynamics. Section 7.4 presents an event-centric paradigm for authoring multi-actor interactions, and Section 7.5 proposes the use of domain-independent planning for behavior generation …
Asymmetric facial expressions: revealing richer emotions for embodied conversational agents
J Ahn, S Gobron, D Thalmann… – Computer Animation and …, 2013 – Wiley Online Library
… Facial Action Coding System. The proposed linear model can automatically drive a large number of autonomous virtual humans or support the interactive design of complex facial expressions over time. By design, our approach …
Modelling basic needs as agent motivations
N Avradinis, T Panayiotopoulos… – International Journal of …, 2013 – ganast.com
… Corresponding author Abstract: Any autonomous agent behaviour generation mechanism should incorporate as a core module, a source of internal motivation that functions as a start point for agent behaviour to commence. Intelligent …
Stylized and performative gaze for character animation
T Pejsa, B Mutlu, M Gleicher – Computer Graphics Forum, 2013 – Wiley Online Library
… Animating gaze shifts for virtual humans often involves the use of parametric models of human gaze behavior. While these models enable virtual humans to perform natural and accurate gaze shifts, their use involves two key challenges …
A Review of the Development of Embodied Presentation Agents and Their Application
T Rist, E André, S Baldes… – Life-Like Characters: Tools …, 2013 – books.google.com
Page 377. A Review of the Development of Embodied Presentation Agents and Their Application Fields Thomas Rist”, Elisabeth André”, Stephan Baldes”, Patrick Gebhard”, Martin Klesen”, Michael Kipp”, Peter Rist’, and Markus …
Modeling the interaction of emotion and cognition
J Ezquerro, M Iza – … Journal of Research and Reviews in …, 2013 – pdfs.semanticscholar.org
… For instance, the model EMA (Gratch & Marsella, 2005) has been implemented for an application where people can interact with the virtual humans through natural language in high-stress social … Dimensional models are generally used for animated agent behavior generation …
Towards a computational model of dramatic tension
N Szilas, U Richle – 2013 Workshop on Computational Models of …, 2013 – drops.dagstuhl.de
Page 1. Towards a Computational Model of Dramatic Tension ? Nicolas Szilas and Urs Richle TECFA, Faculté de Psychologie et des sciences de l’éducation University of Geneva Genève, Switzerland Nicolas.Szilas@unige.ch …
Modeling Human Communication Dynamics for Virtual Human
LP Morency, A Shapiro, S Marsella – Coverbal Synchrony in …, 2013 – books.google.com
… behavior. The sections below discuss these three Figure 4. Overview architecture for verbal and nonverbal behavior generation in a virtual human. Page 387. 372 Coverbal Synchrony in Human-Machine Interaction pipelines …
Interactive virtual characters
D Thalmann, NM Thalmann – SIGGRAPH Asia 2013 Courses, 2013 – dl.acm.org
… Capturing, Perceiving, and Recognizing (Daniel Thalmann) 60 minutes • Modelling awareness for social robots and virtual humans ( Nadia Magnenat Thalmann) 40 minutes • Interactive Virtual Humans and Social Robots (Nadia Magnenat Thalmann) 30 minutes …
Co-speech Gesture Generation for Embodied Agents and its Effects on User Evaluation
K Bergmann – Coverbal Synchrony in Human-Machine …, 2013 – books.google.com
… Based on a study from the literature and a video analysis of emotional dialogues, the authors developed a list of nonverbal behavior generation rules … Hoe appearance and nonverbal behavior affect perceived warmth and competence of virtual humans over time …
Data generation and representation method for 3D video conferencing using programming by demonstration
Y Sung, K Cho – Multimedia tools and applications, 2013 – Springer
… Keywords. Video conferencing Programming by demonstration Maximin Selection Algorithm Virtual human Behavior generation … The behavior candidates generated by behavior generator were selected as the behaviors to be executed by a virtual human in behavior selector …
Explaining the Variability of Human Nonverbal Behaviors in Face-to-Face Interaction
L Huang, J Gratch – International Workshop on Intelligent Virtual Agents, 2013 – Springer
… References 1. Swartout, WR, Gratch, J., Hill Jr., RW, Hovy, E., Marsella, S., Rickel, J., Traum, D.: Toward virtual humans … 413–420 (1994) 6. Lee, J., Marsella, S.: Nonverbal behavior generator for embodied conversational agents …
Social Spatial Behavior for 3D Virtual Characters
N Karimaghalou – 2013 – summit.sfu.ca
… optimal position in a group at any time, but also the time to leave a once-optimal position for the next group. This mechanism of group-leaving behavior generation makes social Page 16. 3 … human join a group? When is the appropriate time for the virtual human to leave a group …
Theatrical Text to 3D Virtual Scenography
R Velonoromanalintantely… – Intelligent Computer …, 2013 – Springer
… work on visual representation of human emotions have produced 3D models: the HUMAINE project3 proposes an animated virtual human model integrating … De Carolis, B., Carofiglio, V., Bilvi, M., Pelachaud, C.: APML, a mark-up language for believable behavior generation …
Some Issues in the Design of Character Scripting and Specification Languages
T Rist – Life-Like Characters: Tools, Affective Functions, and …, 2013 – books.google.com
… References 1. De Carolis, B., Carofiglio, V., Bilvi, B., Pelachaud, C.: APML, a mark-up lan- guage for believable behavior generation … Turing test, 5, 460–461 Ubiquitous computing, 6 Vagueness, 434, 439 Venus and Mars, 12, 299-301 VHML (Virtual Human Markup Language …
Toward a Unified Scripting Language: Lessons
Y Arafa, K Kamyab, E Mamdani – Life-Like Characters: Tools …, 2013 – books.google.com
… CML is constructed based jointly on motion and multi-modal ca- pabilities of virtual human figures … The appearance of these has highlighted the need for powerful yet generic scripting languages to bridge the gap between behavior generation and animation tools …
Entertainment Computing
BML Realizerq – 2013 – herwinvanwelbergen.nl
… abstract Building a complete virtual human application from scratch is a daunting task, and it makes sense to rely on existing platforms for behavior generation. When one does this, one needs to be able to adapt and extend …
Towards the Use of Dialog Systems to Facilitate Inclusive Education
D Griol Barres, Z Callejas, JM Molina López – 2013 – e-archivo.uc3m.es
Page 1. A volume in the Advances in Educational Technologies and Instructional Design (AETID) Book Series David Griol Barres Carlos III University of Madrid, Spain Zoraida Callejas Carrión University of Granada, Spain Ramón …
Parasocial Consensus Sampling: Modeling Human Nonverbal Behaviors from Multiple Perspectives
L Huang – 2013 – Citeseer
… appropriate nonverbal behaviors. Similar to face-to-face interaction, virtual human’s nonverbal behavior also serves propositional and interactional functions … For example, BEAT (Cassell et al., 2001) is a nonverbal behavior generation engine, which extracts 12 Page 27 …
Improving awareness of intelligent virtual agents
RADS Ranathunga, S Ranathunga – 2013 – ourarchive.otago.ac.nz
Page 1. Improving Awareness of Intelligent Virtual Agents Surangika Ranathunga a thesis submitted for the degree of Doctor of Philosophy at the University of Otago, Dunedin, New Zealand. 22 May 2013 Page 2. Abstract Intelligent …
Modeling and Simulating Influenza with Immune-B
S Zou, X Yang, Z Du, Y Jin – 2013 10th Web Information System …, 2013 – ieeexplore.ieee.org
… user in simulation program. they move in environment based on random walk and when they confront with each other might decrease their power. all agents follow flowchart for behavior generation. 2 ImmuneYB framework: In …
Creating a computing environment in a driving simulator to orchestrate scenarios with autonomous vehicles
Z Xiong – 2013 – etheses.whiterose.ac.uk
Page 1. Creating a Computing Environment in a Driving Simulator to Orchestrate Scenarios with Autonomous Vehicles Zhitao Xiong Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds Institute for Transport Studies & …
SmilieFace: an innovative affective messaging application to enhance social networking
D McMeekin – 2013 – espace.curtin.edu.au
Page 1. Department of Computing SmilieFace: An Innovative Affective Messaging Application to Enhance Social Networking Hengky This thesis is presented for the Degree of Master of Philosophy (Computer Science) of Curtin University July 2013 Page 2 …
Structuring Music-Related Movements
AR Jensenius – … Music through Markup Language: Designs and …, 2013 – igi-global.com
… Presentation Markup Language (MPML—Prendinger, et al., 2004), Affective Pre- sentation Markup language (APML—De Carolis, et al., 2004), Multimodal Utterance Representa- tion Markup Language (MURML—Kranstedt, et al., 2002), Virtual Human Markup Language (VHML …
A methodology to validate interactive storytelling scenarios in linear logic
KD Dang, R Champagnat, M Augeraud – Transactions on Edutainment X, 2013 – Springer
Page 1. Z. Pan et al. (Eds.): Transactions on Edutainment X, LNCS 7775, pp. 53–82, 2013. © Springer-Verlag Berlin Heidelberg 2013 A Methodology to Validate Interactive Storytelling Scenarios in Linear Logic Kim Dung Dang, Ronan Champagnat, and Michel Augeraud …