Behavior Generation & Virtual Humans 2009 (60x)


See also:

Virtual Human Meta Guide


At the virtual frontier: Introducing Gunslinger, a multi-character, mixed-reality, story-driven experience
A Hartholt, J Gratch, L Weiss – International Workshop on Intelligent …, 2009 – Springer
… of ICASSP, vol. 4, pp. 177–180 (2007) 3. Leuski, A., Traum, D.: A statistical approach for text processing in virtual humans. In: 26th Army Science Conference, Orlando, Florida (2008) 4. Lee, J., Marsella, SC: Nonverbal behavior generator for embodied conversational agents …

Human computer interaction in virtual standardized patient systems
PG Kenny, TD Parsons, AA Rizzo – International Conference on Human …, 2009 – Springer
… The integrated virtual human systems we develop make use of speech recognition, natural language understanding, verbal and non-verbal behavior generation, speech and language generation, reasoning, task modeling and appear in a virtual environment [2]. Page 2 …

Virtual humans in serious games
N Magnenat-Thalmann, Z Kasap – … International Conference on …, 2009 – ieeexplore.ieee.org
… Virtual humans are the inhabitants of these worlds and the challenge is not only to make them look like humans but also to make them … In section 3, we mention about the research on personality and emotion simulation, episodic memory and expressive behavior generation …

Increasing the expressiveness of virtual agents: autonomous generation of speech and gesture for spatial description tasks
K Bergmann, S Kopp – Proceedings of The 8th International Conference …, 2009 – dl.acm.org
… The Be- havior Expression Animation Toolkit BEAT [3] employed a set of behavior generators to select and schedule conversa- tional behaviors … and Phonation) are concerned with the realization of syn- chronized speech and gesture movements with the virtual human Max [13] …

Real-time expressive gaze animation for virtual humans
M Thiebaux, B Lance, S Marsella – Proceedings of The 8th International …, 2009 – dl.acm.org
… In order to drive the SBGC using the EGM, we implemented a set of eXtensible Stylesheet Language Transformation (XSLT) rules compatible with the Nonverbal Behavior Generator (NVBG) [13], another component of the ICT’s Virtual Humans Toolkit …

Modelling multimodal expression of emotion in a virtual agent
C Pelachaud – … Transactions of the Royal Society B …, 2009 – royalsocietypublishing.org
Login to your account. Email. Password. Forgot password? Keep me logged in …

Recent advances on virtual human synthesis
S Xia, Z Wang – Science in China Series F: Information Sciences, 2009 – Springer
… This paper is dedicated to introduce the latest developments of virtual human synthesis in realistic human body modeling and natural motion behavior generation. It would be a useful reference for relevant students and researchers …

Personal health care assistant/companion in virtual world
S Kethuneni, SE August, JI Vales – 2009 AAAI Fall Symposium Series, 2009 – aaai.org
… The University of Southern California’s Institute for Creative Technologies achieved this when it developed the Interactive Virtual Human (Gratch et al. 2002). These automated characters exhibit emotion using the Nonverbal Behavior Generator (NVBG) …

Representing communicative function and behavior in multimodal communication
HH Vilhjálmsson – Multimodal Signals: Cognitive and Algorithmic Issues, 2009 – Springer
… Similarly, those research groups looking into sophisticated animation techniques for virtual humans or robots, have … In particular, the emphasis of the group was on defining common interfaces in the multimodal behavior generation process for embodied conversational agents …

An extensible framework for interactive facial animation with facial expressions, lip synchronization and eye behavior
RB Queiroz, M Cohen, SR Musse – Computers in Entertainment (CIE), 2009 – dl.acm.org
… 1. Introduction. Animated virtual human faces have been widely used in many applications, such as movies, games, and embodied conversational agents (ECAs) … Apml, a mark-up language for believable behavior generation. In Life-like Characters, H. Prendinger (ed.), 65–85 …

Multimodal human machine interactions in virtual and augmented reality
G Chollet, A Esposito, A Gentes, P Horain… – … Signals: Cognitive and …, 2009 – Springer
… BEAT (the Behavior Expression Animation Toolkit) takes a text as input and provides an animation as output [13]. The architecture is composed of three modules, language tagging, behavior generation and behavior scheduling …

Incorporating intentional and emotional behaviors into a virtual human for better customer-engineer-interaction
BA Hacker, T Wankerl, A Kiselev… – 2009 10th …, 2009 – ieeexplore.ieee.org
… business. This paper introduces a Virtual Human Framework for a better Customer-Engineer-Interaction … system. These extensions are mainly influenced by SAIBA’s architecture for a Multimodal Behavior Generation Framework …

Simplifying the integration of virtual humans into dialog-like VR systems
Y Jung, J Behr – Proc. of IEEE Virtual Reality 2009 Workshop: 2nd …, 2009 – Citeseer
… Realistic behavioral animation of virtual humans is still an open issue in research and different kinds of behavioral models depend on the level of autonomy of the character … A recent framework for behavior generation is proposed in [23] …

Generating distinctive behavior for embodied conversational agents
M Mancini, C Pelachaud – Journal on Multimodal User Interfaces, 2009 – Springer
Page 1. J Multimodal User Interfaces (2010) 3: 249–261 DOI 10.1007/s12193-010- 0048-y ORIGINAL PAPER Generating distinctive behavior for Embodied Conversational Agents Maurizio Mancini · Catherine Pelachaud Received …

Teaming up humans with autonomous synthetic characters
R Prada, A Paiva – Artificial Intelligence, 2009 – Elsevier
Page 1. Artificial Intelligence 173 (2009) 80–103 Contents lists available at ScienceDirect Artificial Intelligence www.elsevier.com/locate/artint Teaming up humans with autonomous synthetic characters Rui Prada ? , Ana Paiva …

The hierarchical behavior model for crowd simulation
L Sun, Y Liu, J Sun, L Bian – … of the 8th international Conference on …, 2009 – dl.acm.org
… effect. This is because the demand of computational resources increases rapidly due to the complex- ity of behaviors and variety of the virtual humans composing the crowd … Action selection is achieved by the behavior generator. Correspond …

Tactical language and culture training systems: Using AI to teach foreign languages and cultures
WL Johnson, A Valente – AI magazine, 2009 – wvvw.aaai.org
… Our original virtual human behavior generation pipeline was relative- ly simple. An input from the player would be pro- vided as an abstract act (say, greet_respectfully) to an agent implemented in PsychSim (Si, Marsella, and Pynadath 2005) …

Crystal island: A narrative-centered learning environment for eighth grade microbiology
J Rowe, B Mott, S McQuiggan, J Robison… – … educational games at …, 2009 – academia.edu
… SASO’s virtual humans implement models of multimodal conversational behavior [19, 3], affective reasoning [4], and social behavior [7]. Computational models of affect recognition and affect expression are … [19] J. Lee and S. Marsella, Nonverbal behavior generator for embodied …

Embr–a realtime animation engine for interactive embodied agents
A Heloir, M Kipp – International Workshop on Intelligent Virtual Agents, 2009 – Springer
… Turning virtual humans into believable, and thus acceptable, communication partners requires highly natural verbal and nonverbal behavior … In the terminology of the SAIBA framework, the nonverbal behavior generation problem can be decomposed into behavior planning and …

Elckerlyc
H van Welbergen, D Reidsma, ZM Ruttkay… – Journal on Multimodal …, 2009 – Springer
… SAIBA. Keywords BML Realizer · Virtual Humans · Embodied conversational agents · Multimodal behavior generation · Physical simulation · Procedural animation · Coordinated interaction · Mixed dynamics 1 Introduction As …

Animating idle gaze in public places
A Cafaro, R Gaito, HH Vilhjálmsson – International Workshop on Intelligent …, 2009 – Springer
… we have already discovered along with the first set of numerical data has been the basis for new autonomous idle gaze behavior generation algorithms for … 1. Lee, J., Marsella, SC, Traum, DR, Gratch, J., Lance, B.: The rickel gaze model: A window on the mind of a virtual human …

To See and to Be Seen in the Virtual Beer Garden-A Gaze Behavior System for Intelligent Virtual Agents in a 3D Environment
M Wissner, N Bee, J Kienberger, E André – Annual Conference on Artificial …, 2009 – Springer
… is to counter the above-mentioned lack in believability, while the second is to move towards au- tonomous behavior generation for user … Journal of Visualization and Computer Animation 13(5), 287–300 (2002) 5. Hill, R.: Perceptual attention in virtual humans: Towards realistic …

Semantic model for facial emotion to improve the human computer interaction in ami
I Lera, D Arellano, J Varona, C Juiz… – 3rd Symposium of …, 2009 – Springer
… [5] proposed an ontology in order to support the modeling of emotional facial animation in virtual humans using the standard MPEG-4. The structure … In addition we are centering our efforts working in a model of AI to handle the event history and character’s behaviour generation …

Enhancing believability: evaluating the application of Delsarte’s aesthetic system to the design of virtual humans
M Nixon – 2009 – summit.sfu.ca
… APPLICATION OF DELSARTE’S AESTHETIC SYSTEM TO THE DESIGN OF VIRTUAL HUMANS by … Title of Thesis: Enhancing Believability: Evaluating the Application of Delsarte’s Aesthetic System to the Design of Virtual Humans Examining Committee …

Automatic Generation of Behaviors, Morphologies and Shapes of Virtual Entities
H Luga – Artificial Intelligence Techniques for Computer …, 2009 – Springer
… 111 7.4 Generation of Behaviors As with modeling, one can think about the application of artificial life algorithms to behavior generation … In the quest to provide virtual human with coherent and effective behaviors we have proposed a behavioral system called VIBES …

Learning a model of speaker head nods using gesture corpora
J Lee, S Marsella – Proceedings of The 8th International Conference on …, 2009 – dl.acm.org
… Often virtual humans use hand-crafted models to generate head movements. For instance, in our previous work we developed the Nonverbal Behavior Generator (NVBG) [21], which is a rule-based system that analyzes the information on the agent’s cognitive processing, such …

Talking bodies: Sensitivity to desynchronization of conversations
R McDonnell, C Ennis, S Dobbyn… – ACM Transactions on …, 2009 – dl.acm.org
… the scene. While we do not focus on creating a method for automatic conversational behavior generation in this article, we hope to discover more about conversing virtual humans with that aim in mind for the future. In this article …

A semantic environment model for crowd simulation in multilayered complex environment
H Jiang, W Xu, T Mao, C Li, S Xia, Z Wang – Proceedings of the 16th …, 2009 – dl.acm.org
… In fact, crowd simulation consists of two indispensable aspects. The first one is about environment representation. The virtual human chooses the path and action according to his/her location and sur- rounding information … The second aspect is about crowd behavior generation …

ADML: a framework for representing inhabitants in 3D virtual worlds
D Oyarzun, A Ortiz, M del Puy Carretero… – Proceedings of the 14th …, 2009 – dl.acm.org
Page 1. Copyright © 2009 by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not …

UrbanSim: A game-based simulation for counterinsurgency and stability-focused operations
R McAlinden, A Gordon, HC Lane… – Workshop on Intelligent …, 2009 – researchgate.net
… The agent’s behavior generation process constitutes a piecewise linear function that we can invert for a fast sensitivity analysis [14] … [7] Kenny, P., Hartholt, A., Gratch, J., Swartout, W., Traum, D., Marsella, S., & Piepol, D.(2007) Building Interactive Virtual Humans for Training …

Modeling social inference in virtual agents
W Mao, J Gratch – AI & society, 2009 – Springer
… Our goal is to develop a faithful computational framework for human-like virtual agents so as to drive realistic behavior generation (Swartout et al. 2006). In virtual human applications, artificial agents not only have figures that resemble humans, they should also make sense of …

CSLML: a markup language for expressive Chinese sign language synthesis
K Ye, B Yin, L Wang – Computer animation and virtual worlds, 2009 – Wiley Online Library
… be exhibited and how they are synchronized; third, sign language behavior synthesis, displaying con- tinuous signs to users, either by virtual human anima- tion … 10. DeCarolis B, Pelachaud C, Poggi I, Steedman M. APML, a mark-up language for believable behavior generation …

Developing believable interactive cultural characters for cross-cultural training
G Taylor, E Sims – International Conference on Online Communities and …, 2009 – Springer
… These libraries consist of over 60 cultur- ally diverse virtual human models as well as 40 facial expressions and 500 gestures, and can automatically lip-sync … For our implementation, the cognitive system is in charge of high-level goal-setting and high-level behavior generation …

Learning models of speaker head nods with affective information
J Lee, H Prendinger, A Neviarouskaya… – 2009 3rd international …, 2009 – ieeexplore.ieee.org
… One of the main features of our previous work (Nonver- bal Behavior Generator [13]) on generating behaviors for virtual humans was its robustness, the ability to generate be- haviors even when all that was available was the surface text and a minimal set of information about …

Humanoid personalized avatar through multiple natural language processing
J Hou, X Wanga, F Xua, VD Nguyena… – World Academy of Science …, 2009 – Citeseer
… The virtual human presenter [6] accepts speech text input with embedded commands, which animate the presenter’s gestures … BEAT comprises three main processing modules: Language Tagging, Behavior Generation and Behavior Scheduling …

A probabilistic model of motor resonance for embodied gesture perception
A Sadeghipour, S Kopp – International Workshop on Intelligent Virtual …, 2009 – Springer
… It has been developed in a scenario with two virtual humans of identi- cal embodiment, one demonstrator and one learner and imitator … acquisition processes are subject of ongoing work, we note that the model presented here directly en- ables behavior generation (internally or …

Graphical social scenarios: Toward intervention and authoring for adolescents with high functioning autism
M Riedl, R Arriaga, F Boujarwah, H Hong… – 2009 AAAI Fall …, 2009 – aaai.org
… language learning. Tar- taro and Cassell in particular cite the advantages of using a virtual human over actual human interactors: virtual humans have the patience to interact with individuals with ASD. Par- sons et al. (Parsons …

Explaining simulations through self explaining agents
M Harbers, JJ Meyer… – Journal of Artificial …, 2009 – jasss.soc.surrey.ac.uk
… However, information about the agent’s goals and beliefs can not directly be deduced from the behavior generation process, and needs to be … T, Lane H, Swartout W, Gratch J, and Van Lent M (2006) Teaching negotiation skills through practice and reflection with virtual humans …

Requirements and building blocks for sociable embodied agents
S Kopp, K Bergmann, H Buschmeier… – Annual Conference on …, 2009 – Springer
… The integration of the two models for top-down behavior generation and bottom-up perception is subject of ongoing work, confined … PhD thesis, Massachusetts Institute of Technology (2003) 8. Becker, C., Kopp, S., Pfeiffer-Lessmann, N., Wachsmuth, I.: Virtual humans growing up …

Spontaneous avatar behaviour for social territoriality
C Pedica – 2009 – ruvefur.eplica.is
… effort between CCP Games Inc.3, a major Icelandic MMORPG developer, and the CADIA Research Lab4 at Reykjavik University where ap- preciable effort has been spent in the field of embodied conversational agents specializing in multi-modal behaviour generation based on …

Multimodal Signals: Cognitive and Algorithmic Issues: COST Action 2102 and euCognition International School Vietri sul Mare, Italy, April 21-26, 2008 …
A Esposito, A Hussain, M Marinaro, R Martone – 2009 – books.google.com
… BEAT (the Behavior Expression Animation Toolkit) takes a text as input and provides an animation as output [13]. The architecture is composed of three modules, language tagging, behavior generation and behavior scheduling …

Multimodal HCI Output: Facial Motion, Gestures and Synthesised Speech Synchronisation
IS Pandžic – … Signal Processing: Theory and Applications for …, 2009 – books.google.com
… The virtual human layer consists of modules that perform speech recognition and synthesis, natural language understanding and generation, nonverbal behaviour generation based on [43] and the SmartBody interactive character animation system …

Non-verbal communication strategies to improve robustness in dialogue systems: a comparative study
D Pardo, BL Mencia, ÁH Trapote… – Journal on Multimodal User …, 2009 – Springer
… Justine Cassell describes Embodied Conversational Agents (ECAs) as ‘virtual humans’, featuring a visual representa- tion, ie, an animated figure—a face and sometimes also a body—, capable of proactively engaging in conversation with humans using speech, movement …

Toward assisted authoring of social skill scenarios for young adults with high functioning autism
MO Riedl, R Arriaga, F Boujarwah, H Hong… – Proceedings of the IJCAI …, 2009 – Citeseer
… language learning. Tartaro and Cassell in par- ticular cite the advantages of using a virtual human over actual human interactors: virtual humans have the patience to interact with individuals with ASD. Parsons et al. [2004] created …

A Multimodal Corpus Approach for the Study of Spontaneous Emotions
JC Martin, L Devillers – Affective Information Processing, 2009 – Springer
… with the SAL system were manually an- notated and used for the definition of a list of nonverbal behavior generation rules (Lee & … André (2006) addresses several issues related to the use of corpus-based ap- proaches to behavior modeling for virtual humans via observation …

Emotion-based architecture for social interactive robots
J Hirth, K Berns – Humanoid Robots, 2009 – intechopen.com
Page 1. Selection of our books indexed in the Book Citation Index in Web of Science™ Core Collection (BKCI) Interested in publishing with us? Contact book.department@intechopen. com Numbers displayed above are based on latest data collected …

Text-to-Animation: Affective, Intelligent and Multimodal Visualisation of Natural Language Scripts
E Hanser, P Mc Kevitt, T Lunney… – School of Computing and …, 2009 – paulmckevitt.com
… An example implementation can be found in the virtual human, Max (Kopp et al., 2008), who engages museum visitors in face-to-face small talk … Breitfuss et al. (2007) take the SCREAM system a step further in the ‘Behaviour Generation System’ and automatically add non …

Biologically inspired self-adapting motion control employing neural oscillators
W Yang, J Kwon, JH Bae, NY Chong… – 2009 IEEE International …, 2009 – ieeexplore.ieee.org
… Thus, a number of virtual human or animal-like robots and control approaches have been yielded for the last decade … However approaches for a proper behavior generation and complex task were not clearly described due to the difficulty in application considering a real robotic …

Alternative Reality and Causality in Virtual Environments
JL Lugrin – 2009 – downloads.hci.informatik.uni …
… Generation of Object Behaviour ….. 100 Experimental Protocol and Settings ….. 102 … Generation of Object Behaviour ….. 103 …

Multimodal Behaviour Generation Frameworks in Virtual Heritage Applications: A Virtual Museum at Sverresborg
MJ Stokes – 2009 – ntnuopen.ntnu.no
… Behaviour Generation Frameworks in Virtual Heritage Applications A Virtual Museum at Sverresborg Michael James Stokes Page 2. Page 3. Problem Description Investigate markup languages that describe human behaviour for the purpose of animating virtual human agents …

Self-stabilizing human-like motion control framework for humanoids using neural oscillators
W Yang, NY Chong, S Ra, JH Bae, BJ You – International Conference on …, 2009 – Springer
… Researches on human-like motion have been paid attention to achievement of real or virtual human-like robots in the humanoid … in imitation learning for human motion generation has yielded notable results in many cases, a unified approach to behavior generation of humanoid …

Simulating the Idle Gaze Behavior of Pedestrians in Motion
HH Vilhjálmsson, A Cafaro, V Scarano – ru.is
… on gaze behav- ior and attribution of emotion [5] and expressiveness of gaze in or- der to have virtual humans able to … in non- social situations using informal observations, we concentrated on specific social situations and we based our gaze behavior generation on observations …

Elckerlyc
H Welbergen, D Reidsma, ZM Ruttkay… – Journal on Multimodal …, 2009 – infona.pl
… Elckerlyc. A BML Realizer for continuous, multimodal interaction with a Virtual Human … Abstract. “Elckerlyc” is a BML Realizer for generating multimodal verbal and nonverbal behavior for Virtual Humans (VHs). The main characteristics …

A Realtime Animation Engine for Interactive Embodied Agents
A Heloir, M Kipp – Citeseer
… Turning virtual humans into believable, and thus acceptable, communication partners requires highly natural verbal and nonverbal behavior … In the terminology of the SAIBA framework, the nonverbal behavior generation problem can be decomposed into behavior planning and …

Posture annotation for studying affective interaction in multimodal corpora
JC Martin – 2009 10th Workshop on Image Analysis for …, 2009 – ieeexplore.ieee.org
… The Behavior Markup Language is being defined as a standard XML interface between the level of behavioral planning and behavior realization for multimodal behavior generation in virtual humans including posture [37]. 6. CONCLUSIONS …

Integrating Value Function-Based and Policy Search Methods for Sequential Decision Making
S Kalyanakrishnan – Doctoral Mentoring Program – aamas.csc.liv.ac.uk
… the features from our previous work in Nonverbal Behavior Generator (NVBG)[6], which is a rule-based system that analyzes the agent’s cognitive processing and the syntactic and semantic structure of the surface text to generates non- verbal behaviors for virtual humans …

Multimodal Signals: Cognitive and Algorithmic Issues
AEA Hussain, MMR Martone – Springer
… BEAT (the Behavior Expression Animation Toolkit) takes a text as input and provides an animation as output [13]. The architecture is composed of three modules, language tagging, behavior generation and behavior scheduling …

Testing Vitual Use with Scenarios
WF van der VEGTE – 2009 – Citeseer
Page 1. Testing virtual use with scenarios Proefschrift ter verkrijging van de graad van doctor aan de Technische Universiteit Delft, op gezag van de Rector Magnificus prof. dr. ir. JT Fokkema, voorzitter van het college van promoties …

Creating Social and Cultural Agents
SF Mascarenhas – IST MS. C. Thesis, 2009 – fenix.tecnico.ulisboa.pt
… 2.3. CULTURE IN SYNTHETIC CHARACTERS 13 2.3.1 CUBE-G CUBE-G [50] stands for ”CUlture-adaptive BEhavior Generation for interactions with embod- ied conversational agents”. It is an interdisciplinary project funded by the German Research Foundation (DFG) …

3D Teleconferencing: The construction of a fully functional, novel 3D Teleconferencing system
M Lång – 2009 – diva-portal.org
… These human functions and behaviors has been studied to some extent [19, 27] and for example used to successfully create very immersive virtual human agents.[6] 1.2 Purpose The main purpose and also challenge of the project is to achieve a 3D teleconferenc- ing system …

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