Behavior Generation & Virtual Humans 2010 (41x)


See also:

Virtual Human Meta Guide


Parasocial consensus sampling: Combining multiple perspectives to learn virtual human behavior
L Huang, LP Morency, J Gratch – … of the 9th International Conference on …, 2010 – dl.acm.org
… collection. The following section describes the related worN in virtual human nonYverbal behavior generation and parasocial interaction. Section 3 explains the ge neral frameworN of Parasocial Cons ensus Sampling paradigm …

Towards an integrated model of speech and gesture production for multi-modal robot behavior
M Salem, S Kopp, I Wachsmuth… – … Symposium in Robot …, 2010 – ieeexplore.ieee.org
… The Articulated Communicator Engine (ACE) implements the speech-gesture production model that was originally designed for the virtual human agent Max … 1. The goal of the present work is to realize speech and non-verbal behavior generation for the physcial robot ASIMO …

Greta: Towards an interactive conversational virtual companion
E Bevacqua, K Prepin, R Niewiadomski… – … : perspectives on the …, 2010 – academia.edu
… Kopp, S., Allwood, J., Grammer, K., Ahlsen, E., Stocksmeier, T., Modeling Embodied Feedback with Virtual Humans. Lecture Notes in Computer Science, 4930:18. 2008 … 2003. Page 15. 15 Lee, J., Marsella, S., Nonverbal behaviour generator for embodied conversational agents …

Real time animation of virtual humans: a trade?off between naturalness and control
H Van Welbergen, BJH Van Basten… – Computer Graphics …, 2010 – Wiley Online Library
… Real Time Animation of Virtual Humans: A Trade?off Between Naturalness and Control. H. Van Welbergen … Abstract. Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games …

Comparing and evaluating real time character engines for virtual environments
M Gillies, B Spanlang – Presence: Teleoperators and Virtual …, 2010 – MIT Press
… This means that the Page 12. 106 PRESENCE: VOLUME 19, NUMBER 2 Figure 7. A real and virtual human interacting in an immersive virtual environment. character will maintain an appropriate social distance to the participant as well as turning to face him or her …

Affective computing with primary and secondary emotions in a virtual human
C Becker-Asano, I Wachsmuth – Autonomous Agents and Multi-Agent …, 2010 – Springer
… Affective computing with primary and secondary emotions in a virtual human … Results of an empirical study suggest that human players in a card game scenario judge our virtual human MAX significantly older when secondary emotions are simulated in addition to primary ones …

Realistic emotional gaze and head behavior generation based on arousal and dominance factors
C Cig, Z Kasap, A Egges… – … Conference on Motion in …, 2010 – Springer
… Keywords: Emotional gaze and head behavior, expressive animation, virtual humans, facial animation, natural motion simulation. 1 Introduction … Second, both behavior generators R. Boulic, Y. Chrysantou, and T. Komura (Eds.): MIG 2010, LNCS 6459, pp. 278–289, 2010 …

Evaluating models of speaker head nods for virtual agents
J Lee, Z Wang, S Marsella – … of the 9th International Conference on …, 2010 – dl.acm.org
… Previously many of the virtual humans used hand-crafted models to generate nonverbal behaviors including head move- ments … Cache Natural Language Parser Parse Tree Surface Text Figure 1: Architecture of the Nonverbal Behavior Generator (Rule-based Approach) …

Generating culture-specific gestures for virtual agent dialogs
B Endrass, I Damian, P Huber, M Rehm… – … Conference on Intelligent …, 2010 – Springer
… In: SIGGRAPH 2001, pp. 477–486. ACM, New York (2001) 4. Lee, J., Marsella, S.: Nonverbal Behavior Generator for Embodied Conversational Agents … LNCS, vol. 5773, pp. 76–89. Springer, Heidelberg (2009) 6. Ruttkay, Z.: Presenting in Style by Virtual Humans …

Towards an expressive virtual tutor: an implementation of a virtual tutor based on an empirical study of non-verbal behaviour
MB Moussa, Z Kasap, N Magnenat-Thalmann… – Proceedings of the …, 2010 – dl.acm.org
… Further, we would also like to integrate the eyebrow actions and head nods to our Non- verbal Behaviour Generation module … 7. REFERENCES [1] EA, ZX, KS, and M.-TN Emotional communication with virtual humans. pages 243–263, 2003 …

Virtual patients for virtual sick call medical training
PG Kenny, TD Parsons, P Garrity – 2010 – apps.dtic.mil
… The general architecture supports a wide range of virtual humans from simple question I answering to more complex ones that contain cognitive and … Non-Verbal Behavior The FML message is sent to the Non-Verbal Behavior Generator (NVBG) which applies a set of rules to …

Understanding virtual actors
RE da Silva, IA Iurgel, MF dos Santos… – … on Games and …, 2010 – ieeexplore.ieee.org
… This behavior generation is divided in two sub-modules: • Behavior Suggestion: takes the resulting tree from tagging a sentence and produces a list … 5) Virtual Humans: According to Thalmann & Thalmann [24], a virtual human is “a visualization of the simulation of the behavior of …

A probabilistic multimodal approach for predicting listener backchannels
LP Morency, I de Kok, J Gratch – Autonomous Agents and Multi-Agent …, 2010 – Springer
… Predicting these backchannel opportunities is an important milestone for building engaging and natural virtual humans … 73 requirement for a real-time system, this approach is of questionable utility to the design of interactive virtual humans. Fujie et al …

Social resonance and embodied coordination in face-to-face conversation with artificial interlocutors
S Kopp – Speech Communication, 2010 – Elsevier
… 5 shows an example from a simulation with two virtual humans, one being the demonstrator of a gesture and the other being the “resonator”, whose corresponding own motor program gets … The second cornerstone of socially resonant ECAs is highly flexible behavior generation …

Interacting with emotion and memory enabled virtual characters and social robots
Z Kasap, N Magnenat-Thalmann – Modeling Machine Emotions for …, 2010 – Springer
… In this chapter, we give an overview of work on emotion, personality and memory enabled intelligent autonomous characters, both virtual humans and physical … As a final output, emotion engine and other behaviour generators1 gener- ates facial animation for virtual characters …

Real-time animation of interactive agents: Specification and realization
A Heloir, M Kipp – Applied Artificial Intelligence, 2010 – Taylor & Francis
… 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 …

Interacting with embodied conversational agents
E André, C Pelachaud – Speech technology, 2010 – Springer
… To emulate human face-to-face dialogue more closely, it is desirable to avoid asymmetries in communication channels. That is, the ECA has to not only include sophisticated mechanisms for behaviour generation and rendering but also be equipped with perceptive capabilities …

Design and evaluation of explainable BDI agents
M Harbers, K van den Bosch… – 2010 IEEE/WIC/ACM …, 2010 – ieeexplore.ieee.org
… 3.1 Agent design When connecting behavior generation and explanation, the purpose to explain an agent’s behavior should be taken into account during its design … Teaching negotiation skills through practice and reflection with virtual humans …

Predicting speaker head nods and the effects of affective information
J Lee, SC Marsella – IEEE Transactions on Multimedia, 2010 – ieeexplore.ieee.org
… Often virtual humans use handcrafted models to generate head movements. For instance, in our previous work, we de- veloped the Nonverbal Behavior Generator (NVBG) [1], which is a rule-based system that analyzes the information from the agent’s cognitive processing, such …

Learning backchannel prediction model from parasocial consensus sampling: a subjective evaluation
L Huang, LP Morency, J Gratch – International Conference on Intelligent …, 2010 – Springer
… for collecting behavioral data. Recently, we proposed a novel data collection approach called Parasocial Consen- sus Sampling (PCS) [1] to inform virtual human nonverbal behavior generation. Instead of interacting face-to …

Integrating the emotional intelligence into the virtual technical support engineer
A Kiselev, BA Hacker, T Wankerl, Y Ohmoto… – … Machine Emotions for …, 2010 – Springer
… The SAIBA (Situation, Agent, Intention, Behavior and Animation) research group’s Multimodal Behavior Generation Framework is an attempt to unify the generation … in a lower recognition rate of coherent gestures and lead to an unnatural way of interaction with the virtual human …

Storyboarding and pre-visualization with X3D
Y Jung, S Wagner, C Jung, J Behr… – Proceedings of the 15th …, 2010 – dl.acm.org
… Especially realistic behavioral animation of virtual humans is still an open research topic, and different kinds of behavioral models depend on the level of autonomy of the character and whether body … Another framework for behavior generation was proposed in [Vilhjálmsson et al …

Serious game environments for language and culture education
A Sagae, WL Johnson, R Row – Proceedings of the NAACL HLT 2010 …, 2010 – dl.acm.org
… Virtual human behavior is generated by a series of components that include explicit models of speech and language (for natural language understanding and generation) as well as behavior-mapping rules that implicitly reflect the subject-matter expertise … Behavior Generation …

Web-based affective human-agent interaction generation
X Mao, Z Li – Agent and Multi-agent Technology for Internet and …, 2010 – Springer
… The VHML(Virtual Human Markup Language), which gathers several languages (such as emotion markup language, gesture markup language … designed for generating virtual agents from text input, emphasizes the reusability of the nonverbal behavior generators by separating …

Biologically inspired robotic arm control using an artificial neural oscillator
W Yang, J Kwon, NY Chong, Y Oh – Mathematical Problems in …, 2010 – hindawi.com
… 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 …

Computational model of listener behavior for embodied conversational agents
E Bevacqua – 2010 – books.google.com
… user’s speech. • Implementing a listener behavior generation system: to compute listener’s behav- ior the system has to determine when the agent should react and which signal (or combination of signals) it should perform. We …

Introducing Personality into Team Dynamics.
R Prada, J Camilo, MASN Nunes – ECAI, 2010 – researchgate.net
… 2.2 Behaviour Generation Agents’ behaviour generation follows regular decision cycles … [8] Etienne de Sevin, ‘Relation between motivations and personality traits for autonomous virtual humans’, in AAMAS ’09: Proceedings of The 8th International Conference on Autonomous …

Automatic generation of game level solutions as storyboards
D Pizzi, JL Lugrin, A Whittaker… – IEEE Transactions on …, 2010 – ieeexplore.ieee.org
… subplan amount. X. CONCLUSION While most of the AI techniques used in computer games are still dedicated to character behavior generation, we have pre- sented an AI system assisting the game design process. This ap …

Hybrid approach to real-time speech driven facial gesturing of virtual characters
G Zori? – 2010 – bib.irb.hr
… technology. One way to approach this is through believable virtual humans which HCI has been researched for almost two decades. Virtual humans can take over roles as virtual guides, teachers, newscasters, story tellers or sales persons, act in films or be …

A model for production, perception, and acquisition of actions in face-to-face communication
BJ Kröger, S Kopp, A Lowit – Cognitive Processing, 2010 – Springer
… the acoustic domain. The importance of separating action function and action behavior is, for example, reflected in specifying multimodal behavior generation for embodied conversational agents (Kopp et al. 2006), where a …

Non-verbal behaviour for believable synthetic agents
J Shearer, P Heslop, P Olivier, M De Boni – AISB Journal, 2010 – eprints.lincoln.ac.uk
… Within current commercial and technological constraints, three alternatives for the control of player character non-verbal behaviour generation can be identified: 1. Simulation – non-verbal behaviour of human players is simulated as for non-player characters, and is independent …

Autonomous Virtual Agent Navigation in Virtual Environments Using Dempster Shafer Approach and Fuzzy Logic
J Jaafar, E McKenzie – Asia-Pacific Journal of Information …, 2010 – ejournal.ukm.my
… Lamarche, F., and Donikian, S. 2004. Crowd of Virtual Humans: a New Approach for Real Time Navigation in Complex and Structured Environment … Study of an Adaptive and Multifunctional Computational Behaviour Generation Model for Virtual Creature …

Course Objective
S Marsella – Citeseer
… Some are publically available for download. Others are more restricted. General Tookits Virtual Human Toolkit: contains a number of sensing, language and synthesis tools (https://vhtoolkit.ict.usc.edu/) General Behavior Generation Systems …

A Survey of the State-of-the-Art in Simulated Training Partners
Y Choe, H Park, C Park – Citeseer
… ferent types of simulated training partners, followed by an in-depth discussion on autonomy and complex, believable behavior generation, and recommendations on optimal combination … (1999) discusses simulation of virtual humans in virtual reality environment for team train …

Evaluating user experience factors using experiments: Expressive artificial faces embedded in contexts
M Lankes, R Bernhaupt, M Tscheligi – Evaluating user experience in …, 2010 – Springer
… conversational process (Prendinger and Ishizuka 2004). ECAs are virtual humans able to perform conversations with humans by both understanding and producing speech and nonverbal signals (Cassell 2008). They form a type of …

Affective negotiation support systems
J Broekens, CM Jonker… – Journal of Ambient …, 2010 – content.iospress.com
Page 1. Affective negotiation support systems Joost Broekens a* , Catholijn M. Jonker a and John-Jules Ch. Meyer b a MMI, TU Delft, Mekelweg 4, 2628 CD, Delft, The Netherlands b Computer Science, Utrecht University, Padualaan 14, 3584CH, Utrecht, The Netherlands …

Proceedings of the Conference on Behavior Representation in Modeling and Simulation (19th), held in Charleston, South Carolina, 21-24 March 2010
JF Lockett, B Patel, BF Gore, BG Silverman, V Ustun… – 2010 – apps.dtic.mil
Page 1. Table of Contents Table of contents are roughly in order of presentation. Papers in the proceedings are roughly in order of submission. Whole 2010 proceedings as pdf . I. TUTORIALS 10-BRIMS-117 Cognitive Crash …

Conversational Agents in Multi-Party Interactive Situations
R Kumar – LTI, CMU, 2010 – thesis.rohitkumar.net
… In the context of the Virtual Humans project Traum & Rickel (2001) developed an act-based model for creating conversational agents capable of interacting with multiple users using verbal as well as non-verbal interaction modalities. Elva (Zheng et …

Tangible interaction with anthropomorphic smart objects in instrumented environments
M Schmitz – 2010 – Citeseer
… 65 3.3.1 EmbodiedConversationalAgents . . . . . 65 3.3.1.1 Virtual Human . . . . . 65 … 143 6 Vocal Behaviour Generation 147 6.1 Anthropomorphic Auditory Icons . . . . . 147 …

Outlook: Integration and future perspectives for affective computing
KR Scherer, T Bänziger… – A Blueprint for Affective …, 2010 – books.google.com
… impact of emotion presentations is a first step towards resisting some of their interpersonal effects.’ Becker-Asano and Wachsmuth (Chapter 4.1) show that the computational simulation of primary and secondary emotion dynamics can be applied to the virtual human Max and …

Episodic memory model for embodied conversational agents
M Elvir – 2010 – stars.library.ucf.edu
Page 1. University of Central Florida Electronic Theses and Dissertations Masters Thesis (Open Access) Episodic Memory Model For Embodied Conversational Agents 2010 Miguel Elvir University of Central Florida Find similar works at: http://stars.library.ucf.edu/etd …

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