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Virtual Beings Links 2019

Notes:

These are links posted to the Virtual Beings Facebook group by Marcus L Endicott during 2019.

See also:

100 Best GitHub: Virtual Beings | Virtual Beings & Artificial Intelligence | Virtual Beings 2020 (141x)


May 2019

  • Data Grid Co., Ltd.
  • Sogou Press Releases
  • Digital Models & Break Up Facebook: VICE News Tonight Full Episode (HBO)

July 2019

  • A Systematic Survey of 15 Years of User Studies Published in the Intelligent Virtual Agents Conference
  • Advanced Content and Interface Personalization through Conversational Behavior and Affective Embodied Conversational Agents
  • EMBR A Realtime Animation Engine for Interactive Embodied Agents
  • Greta: an interactive expressive ECA system
  • Creating Virtual Characters
  • A Survey of Cognitive Architectures in the Past 20 Years
  • Reallusion Launches iClone Unreal Live Link : Real-time Digital Human Character & Animation System for Unreal
  • The UTEP AGENT System
  • All Together Now: Introducing the Virtual Human Toolkit
  • SARA: the Socially Aware Robot Assistant

August 2019

  • AISB X: Creativity Meets Economy (incorporating the Loebner Prize)
  • Programmable Elasticity for Actor-based Cloud Applications
  • Understanding Emerging Design Practices for Avatar Systems in the Commercial Social VR Ecology
  • MakeHuman: A Review of the Modelling Framework: Volume V: Human Simulation and Virtual Environments, Work With Computing Systems (WWCS), Process Control
  • Drive-Based Utility-Maximizing Computer Game Non-Player Characters

September 2019

  • SingularityNET Beta Dapp
  • DNABLOCK – 3D Avatars and Animation for Non-Animators
  • On Automatically Motivating Story Characters
  • A Cloud-Based Extensible Avatar For Human Robot Interaction 
  • Voice Puppetry: Exploring Dramatic Performance to Develop Speech Synthesis
  • Empathy Framework for Embodied Conversational Agents 
  • Phobi: Combating stage fright through a virtual reality game
  • emmet.ai
  • A High-Fidelity Open Embodied Avatar with Lip Syncing and Expression Capabilities
  • A Systematic Review of the Convergence of Augmented Reality, Intelligent Virtual Agents, and the Internet of Things
  • Dashbot Super Bot Conference
  • Embodied Conversational Agents and Interactive Virtual Humans for Training Simulators
  • Puppitor: Building An Acting Interface For Videogames

October 2019

  • Synthetic Beings and Synthespian Ethics: Embodiment Technologies in Science/Fiction
  • Crossing the Uncanny Valley? Understanding Affinity, Trustworthiness, and Preference for More Realistic Virtual Humans in Immersive Environments 
  • The Virtual Other: Negotiating Personhood In The Digital Age
  • On Talking Heads, Social Robots And What They Can Teach Us
  • Mapping Perceptions of Humanness in Intelligent Personal Assistant Interaction
  • Solipsis: A Decentralized Architecture for Virtual Environments
  • Digital human modeling (DHM) for improving work environment for specially?abled and elderly
  • Emerging Roles of Virtual Patients in the Age of AI
  • Expressive Inverse Kinematics Solving In Real-time For Virtual And Robotic Interactive Characters
  • Eye gaze in interaction: towards an annotation scheme for dialogue
  • Designing and Developing Interactive Narratives for Collaborative Problem-Based Learning
  • Towards More Believable Characters Using Personality and Emotion
  • A Plan-Based Personality Model for Story Characters
  • Character Initiative in Dialogue Increases User Engagement and Rapport
  • AT&T Innovation Brings Customers the Technology of Tomorrow, Today
  • Volumetric intelligence: A framework for the creation of interactive volumetric captured characters
  • Multi-objective adversarial gesture generation
  • Hiro Mizushima’s alteration is born: The world’s first celebrity virtual humanity is started
  • Player Imitation for Build Actions in a Real-Time Strategy Game
  • Virtual Humans in Augmented Reality: A First Step towards Real-World Embedded Virtual Roleplayers
  • Avatars and Embodied Agents in Experimental Information Systems Research: A Systematic Review and Conceptual Framework
  • Animation of humanoid characters using reinforcement learning
  • Speech Breathing in Virtual Humans: An Interactive Model and Empirical Study
  • AI, People & Planet
  • VIVE Wave™ VR Open Platform
  • Anthropomorphism – Wikipedia
  • Virtual Reality and Healthcare Day East
  • Everyday Photo-Realistic Social VR: Communicate And Collaborate With An Enhanced Co-Presence And Immersion
  • Facial Expression Recognition Using Human to Animated-Character Expression Translation 
  • Generating Human Action Videos by Coupling 3D Game Engines and Probabilistic Graphical Models
  • The “BodyDigitizer” project
  • Lessons Learnt During One Year Of Commercial Volumetric Video Production 
  • The Birth of Self Improving Artificial Intelligence 
  • A Review of Motivational Systems and Emotions in Cognitive Architectures and Systems 
  • Omelia: Building better story technologies
  • Can Pretrained Language Models Replace Knowledge Bases?
  • Collaborative Robots, Advanced Vision & AI Conference
  • Chunghwa, Verizon Media to cooperate on 5G content
  • Neural Rendering and Reenactment of Human Actor Videos
  • Supported SSML Tags – Amazon Polly
  • How to Create Speaking Characters | Unreal Engine #UE4
  • Amazon Sumerian: Easily create and run browser-based 3D, augmented reality (AR), and virtual reality (VR) applications
  • Vending Machine Chapter 6: Virtual Human (2)
  • Development of Diagnostic Skills in Dentistry Students using Gamified Virtual Patients
  • Mica: a photoreal character for spatial computing 
  • Recontextualizing Characters. Media Convergence and Pre-/MetaNarrative Character Circulation
  • Effect of Behavioral Realism on Social Interactions Inside Collaborative Virtual Environments
  • M-Path: A Conversational System for the Empathic Virtual Agent

November 2019

  • Holodeck as a Medium for Future Enacted Narrative Experiences
  • INTRA SPACE Agent: An Agent-Based Architecture for an Artistic Real-Time Installation
  • Avatar – The next generation of our virtual selves in digital worlds
  • Investigating Augmented Reality Animals as Companions
  • Honeycomb Lab Inc.
  • Virtual Beings Summit
  • A Taxonomy of Social Cues for Conversational Agents
  • Co-Constructing Virtual Identities: Insights from Linguistic Analysis
  • MWC Shanghai 2020: Francesco Lentini 
  • Design Recommendations for Intelligent Tutoring Systems: Volume 7 – Self-Improving Systems
  • The Effect of Multimodal Emotional Expression and Agent Appearance on Trust in Human-Agent Interaction 
  • Supporting Affective Expression in Multi-party Interactions
  • PARLEY: A Transparent Virtual Social Agent Training Interface
  • AVEC’19: Audio/Visual Emotion Challenge and Workshop
  • Here is what we know about EA’s streaming service Project Atlas
  • Anthropomorphic Virtual Assistant to Support Self-care of Type 2 Diabetes in Older People: A Perspective on the Role of Artificial Intelligence
  • Is Augmented Reality in Denial of the Convention? Examining the Presence of Uncanny Valley in Augmented Reality
  • Exploring the use of Augmented Reality in a Kinesthetic Learning Application Integrated with an Intelligent Virtual Embodied Agent
  • Hyper-realism in the Adventures of Tintin
  • Digital humans: Conversational AI solutions beyond just chatbots | UneeQ
  • AI Assistant Summit San Francisco | RE•WORK
  • Virtual Production | Weta Digital
  • Different Realism Designs of 2D Virtual Agents and its’ Arousal Effect on Students’ Emotions in Learning
  • “Eldertainment” or functional necessity?: Investigating how virtual agents influence the home lives of people with dementia using the Quality of Life (QOL-AD) scale
  • Emerging Tech – Digital Humans & Virtual Production
  • Research Scientist, Physically-based Simulation and ML for Virtual Humans, Facebook Reality Labs
  • SIGGRAPH Asia 2019 – Program Agenda
  • Semantic Storytelling: Towards Identifying Storylines in Large Amounts of Text Content
  • NL4XAI – Interactive Natural Language Technology for Explainable Artificial Intelligence
  • Synthetic Characters for Creative Child-Computer Interaction
  • Economic sector – Wikipedia
  • Post-mortem privacy – Wikipedia
  • Digital Remains Made Public: Sharing the Dead Online and our Future Digital Mortuary Landscape
  • Virtually Human: The Promise – and the Peril – of Digital Immortality
  • Digital Immortality and Virtual Humans
  • Perception of Facial Emotional Expressions and Touch in Virtual Face-to-Face Interaction 
  • Biodigital Influencers: A New Alternative for Fighting Loneliness
  • Alexa, Are You Human? Investigating the Anthropomorphism of Digital Voice Assistants – A Qualitative Approach
  • Modelling Mutually Interactive Fictional Character Conversational Agents
  • Crafting Conversational Agents’ Personality in a User-centric Context
  • Rebecca Rouse, PhD
  • Exploring the Use of a Robust Depth-sensor-based Avatar Control System and its Effects on Communication Behaviors
  • Villanelle: Towards Authorable Autonomous Characters in Interactive Narrative
  • Cognitive impact of Social Robots: How anthropomorphism boosts performance
  • Principles of Expressive Machines
  • Meshcapade GmbH
  • SIGGRAPH 2020 – SIGGRAPH
  • 3D Game Avatar With Different Realism Level – A Conceptual Framework of Mediating Effects on Motivation in Game-based Learning
  • CARES (Computerized Avatar for Rhetorical & Emotional Supervision)
  • Virtual Avatars as a tool for audience engagement
  • Applications and research trends of digital human models in the manufacturing industry
  • Standardization of the size and shape of virtual human body for apparel products
  • A Pipeline for Creative Visual Storytelling
  • The API (Agent Persona Instrument) for Assessing Pedagogical Agent Persona
  • Reusable neural skill embeddings for vision-guided whole body movement and object manipulation
  • Forty Years of Telexistence – From Concept to TELESAR VI
  • Interactive Virtual Humans for Immersive Experiences
  • Creating and Rendering Digital Humans for Immersive Worlds and Video Games 
  • Manuel Gentile – Google Scholar
  • Augmented Reality Media System Rooted in Bodily Experience and Designed for Cultural Heritage
  • GAMYGDALA is an easy to use emotion engine for games

December 2019

  • Blowing in the Wind: Increasing Social Presence with a Virtual Human via Environmental Airflow Interaction in Mixed Reality
  • HOLOSYS Volumetric Video Capture System
  • Persona – Cubic Motion
  • Watch CES 2020 Conference Sessions

 

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