Notes:
This text discusses the use of virtual characters, including virtual humans and robots, in various applications, such as interactive patient scenarios, virtual patient games, human standardized patients, high fidelity simulations, and video conferencing. These characters are designed to have affective abilities, including emotion recognition, artificial emotion, personality or mood, and emotion expression, and to behave in social norms and give the impression of having a personality. The text also mentions the use of artificial intelligence, game technology, and educational practices in the creation of these characters, as well as the use of commercial game engines and research technologies to enable the use of virtual human characters and scenario generation. The text also mentions the use of various languages and markup languages, such as emotion markup language, gesture markup language, and facial animation markup language, to enable the virtual characters to express and convey emotions. The text also discusses the use of mathematical models and behavior generation techniques to enable the virtual characters to exhibit autonomous behavior and adapt their behavior to the behavior of their interlocutors. Finally, the text mentions the use of virtual characters in mixed reality clinical training experiences.
- Emotion markup language (EmotionML) is a markup language that is used to describe emotions, moods, and other affective states. It is designed to be used with virtual agents, such as virtual humans and chatbots, to enable them to recognize and express emotions in a natural way. EmotionML allows developers to specify the intensity and duration of emotions, as well as the causes and consequences of those emotions.
- Gesture markup language (GestureML) is a markup language that is used to describe gestures, facial expressions, and other nonverbal behaviors. It is designed to be used with virtual agents, such as virtual humans and chatbots, to enable them to express nonverbal behaviors in a natural way. GestureML allows developers to specify the timing, duration, and intensity of gestures, as well as the context in which those gestures are used.
- Facial animation markup language (Facial Animation Markup Language, or FAML) is a markup language that is used to describe facial expressions and other facial animations. It is designed to be used with virtual agents, such as virtual humans and chatbots, to enable them to express facial expressions in a natural way. FAML allows developers to specify the timing, duration, and intensity of facial expressions, as well as the context in which those expressions are used.
Resources:
- gestureml.org .. markup language for multitouch and gesture-based authoring
- vhml.org .. virtual human markup language (vhml)
Wikipedia:
See also:
Generation and evaluation of communicative robot gesture
M Salem, S Kopp, I Wachsmuth, K Rohlfing… – International Journal of …, 2012 – Springer
… Fig. 1 The goal of the present work is to realize speech and non-verbal behavior generation for the physical Honda … Communicator Engine (ACE), which implements the speech-gesture production model originally designed and implemented for the virtual human agent Max and …
An incremental multimodal realizer for behavior co-articulation and coordination
H Van Welbergen, D Reidsma, S Kopp – International Conference on …, 2012 – Springer
… constraints makes it eminently suitable for virtual human applications that require interactional coordination and incremental, fluent be- havior generation. Its flexibility is achieved by implementing a fusion of the state of the art multimodal behavior generation features of ACE and …
Modeling speaker behavior: A comparison of two approaches
J Lee, S Marsella – International Conference on Intelligent Virtual Agents, 2012 – Springer
… Human Toolkit [21] utterance set, in which a vir- tual agent answers questions about the concept of virtual humans, what the … Based on past observations of behavior generation methods, human users preferred virtual agents with more be- haviors mainly because they made the …
Agent communication for believable human-like interactions between virtual characters
J Van Oijen, F Dignum – … AAMAS Workshop on Cognitive Agents for …, 2012 – Springer
… J., DeVault, D., Marsella, S., Traum, D.: Thoughts on FML: Behavior gen- eration in the virtual human communication architecture. In: Proceedings of The 1st Functional Markup Language Workshop (2008) 11. Lee, J., Marsella, S.: Nonverbal Behavior Generator for Embodied …
Collaborative programming by demonstration in a virtual environment
Y Sung, K Cho – IEEE Intelligent Systems, 2012 – computer.org
… virtual human are transferred to the virtual learner. A movement filter removes movements that are not altered significantly. The action generator defines actions with the movements. The action collector collects actions quantized by the action quantizer. The behavior generator …
Designing Appropriate Feedback for Virtual Agents and Robots.
M Lohse, H van Welbergen – Position paper at RO-MAN 2012 …, 2012 – pub.uni-bielefeld.de
… The agent’s behavior must be adapted on-the-fly to the behavior of the interlocutor, to achieve natural interpersonal coordination. AsapRealizer [4] was designed as a BML realizer that specifically satis- fies these requirements for behavior generation for virtual humans …
Building long-term relationships with virtual and robotic characters: the role of remembering
Z Kasap, N Magnenat-Thalmann – The Visual Computer, 2012 – Springer
… enter- tainment. These characters can be virtual humans or robots taking the role of a friend, companion, assistant or trainer, all behaving in social norms and giving the illusion that they have a personality. Kanda et al. [10, p …
A methodology to design human-like embodied conversational agents
Z Alès, GD Duplessis, O ?erban, A Pauchet – 2012 – hal.archives-ouvertes.fr
Page 1. HAL Id: hal-00927488 https://hal.archives-ouvertes.fr/hal-00927488 Submitted on 13 Jan 2014 HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci- entific research documents, whether they are pub- lished or not …
Visual scenemaker—a tool for authoring interactive virtual characters
P Gebhard, G Mehlmann, M Kipp – Journal on Multimodal User Interfaces, 2012 – Springer
… work, we plan to integrate the Visual Scene- Maker with other crucial components (speech synthesis, nonverbal behavior generation, emotion simulation … 9. Gratch J, Rickel J, André E, Cassell J, Petajan E, Badler NI (2002) Creating interactive virtual humans: some assembly re …
Virtual humans: back to the future
NM Thalmann, D Thalmann – Proceedings of Graphics Interface 2012, 2012 – dl.acm.org
… A scalable mathematical model of intelligence, consciousness, emotion, memory and personality, that leads to autonomous behaviour generation … 4 THE CONNECTED VIRTUAL HUMAN The connected Virtual Human will deliver the information, whenever we need it, wherever …
Incremental speech understanding in a multi-party virtual human dialogue system
D DeVault, D Traum – Proceedings of the 2012 Conference of the North …, 2012 – dl.acm.org
… A subset of this informa- tion is passed to the non-verbal behavior generation module to produce incremental non-verbal listening behaviors (Wang et al … The virtual humans Utah and Harmony (see Figure 1) are running and ready to begin a dialogue with the user, who will play …
A unified model for representing objects with physical properties, semantics and functionality in virtual environments
G Anastassakis… – Intelligent Decision …, 2012 – content.iospress.com
… As defined above, the access aspect ensures avail- ability of virtual object functionality and, thus, facili- tates – from the virtual object side – the operation of behaviour-generation components of virtual environ- ments based on the design discussed in Section 3.2 …
Perception markup language: Towards a standardized representation of perceived nonverbal behaviors
S Scherer, S Marsella, G Stratou, Y Xu… – … on Intelligent Virtual …, 2012 – Springer
… in the field of nonverbal behavior generation where behavior markup language (BML) and functional markup language (FML) have been introduced in order to enable standardized interfaces for virtual human behavior animation [6,4]. We show, in Section 3, how PML can …
Development and evaluation of wireless 3D video conference system using decision tree and behavior network
Y Sung, K Cho – EURASIP Journal on Wireless Communications …, 2012 – biomedcentral.com
… traffic. There are two general methods to reduce data rates: extraction of the user’s image shape and the use of virtual humans in video conferencing … required. In this article, a virtual human-based video conference framework is proposed …
Sorting out the virtual patient: how to exploit artificial intelligence, game technology and sound educational practices to create engaging role-playing simulations
TB Talbot, K Sagae, B John, AA Rizzo – International Journal of …, 2012 – igi-global.com
… Such approaches include case presentations, interactive pa- tient scenarios, virtual patient games, human standardized patients, high fidelity software simulations, high fidelity manikins and virtual human conversational agents … Virtual Human Conversational Agents …
Incremental dialogue understanding and feedback for multiparty, multimodal conversation
D Traum, D DeVault, J Lee, Z Wang… – … Conference on Intelligent …, 2012 – Springer
… The generation of nonverbal listening behaviors is controlled by the NonVerbal Behavior Generator (NVBG, [25]) and specifically by an extension to the knowledge incorporated into NVBG. NVBG receives signals of the form of Figure 1 from the virtual human system’s dialog …
Interactive narrative: A novel application of artificial intelligence for computer games
M Riedl, V Bulitko – Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012 – aaai.org
… Toward virtual humans. AI Magazine 27(1). Thue, D.; Bulitko, V.; Spetch, M.; and Wasylishen, E. 2007 … An architecture for integrating plan-based behavior generation with interactive game envi- ronments. Journal of Game Development 1:51–70. 2164 Page 6 …
Challenging reality using techniques from interactive drama to support social simulations in virtual worlds
D Richards, N Szilas – Proceedings of The 8th Australasian Conference …, 2012 – dl.acm.org
… The agents in the MRE system include virtual humans as autonomous agents which the user can enter into conversation with. The virtual humans have a deep process model of emotion, that drives the emotional state but also …
Virtual extras: conversational behavior simulation for background virtual humans
D Jan – 2012 – search.proquest.com
… BACKGROUND VIRTUAL HUMANS by Dusan Jan … I would also like to thank those who worked on other parts of the Vigor project and specifically Eric Chance for creating characters and animations for the background virtual humans in Second Life …
The nonverbal toolkit: Towards a framework for automatic integration of nonverbal communication into virtual environments
F Honold, F Schüssel, K Panayotova… – 2012 Eighth …, 2012 – ieeexplore.ieee.org
… Among the XML-based languages most are strongly oriented towards avatar animation systems, eg the Behavioral Markup Language [10], Virtual Human Markup Language [13], Affec- tive Presentation Markup Language [14], and the Multimodal Presentation Markup Language …
Elckerlyc goes mobile enabling technology for ECAs in mobile applications
R Klaassen, J Hendrix, D Reidsma… – UBICOMM …, 2012 – researchgate.net
… II. THE ELCKERLYC PLATFORM In behaviour generation, at least two main aspects can be distinguished … The second one is the actual detailed realisation of the verbal and non-verbal behaviours in terms of “embodiments” of the (graphical) virtual human – including the …
EEMML: the emotional eye movement animation toolkit
Z Li, X Mao – Multimedia Tools and Applications, 2012 – Springer
… The VHML (Virtual Human Markup Language), which gathers several languages (such as emotion markup language, gesture markup language, facial animation markup language etc), provides … VHML and MPML are proposed for tagging structures for behavior generation …
Spatial cues in hamlet
C Talbot, GM Youngblood – International Conference on Intelligent Virtual …, 2012 – Springer
… 16] Kenny, P., Hartholt, A., Gratch, J., Swartout, W., Traum, D., Marsella, S., Piepol, D.: Building Interactive Virtual Humans for Training … Journal of Geographical Information (February 2012) (1996) 37–41 [20] Lee, J., Marsella, S.: Nonverbal Behavior Generator for Embodied …
Design and development of the Slovak multimodal dialogue system with the BML Realizer Elckerlyc
S Ondas, J Juhar – 2012 IEEE 3rd International Conference on …, 2012 – ieeexplore.ieee.org
… To be able to add such capabilities to a virtual human, knowledge from several research areas is necessary, eg informatics, communications, cognitive science, neurology, psychology, linguistics … Our future work will be also focused on more sophisticated behavior generation …
A discussion of interactive storytelling techniques for use in a serious game
J Linssen – CTIT Technical Report Series, 2012 – core.ac.uk
Page 1. A Discussion of Interactive Storytelling Techniques for Use in a Serious Game Jeroen Linssen Human Media Interaction group, University of Twente jmlinssen@utwente.nl Abstract This report addresses a collection of …
Dynamic facial expression of emotion made easy
J Broekens, C Qu, WP Brinkman – arXiv preprint arXiv:1211.4500, 2012 – arxiv.org
… 2002). In this case, the virtual character is modeled as a “virtual human” including affective abilities such as user emotion recognition, artificial emotion, personality or mood, and emotion expression towards the user. Sometimes …
Online backchannel synthesis evaluation with the Switching Wizard of Oz
R Poppe, M ter Maat, D Heylen – … on Real-Time Conversations with Virtual …, 2012 – Citeseer
… Several systems have been introduced that combine online observation and behavior generation … For the animation of the backchannels, we used the Elckerlyc virtual human platform [17], see Figure 2(b). Animations were planned directly on the virtual listener when prompted …
A Transparent and Decentralized Model of Action for Intelligent Virtual Agents
G Anastassakis… – 2012 IEEE 24th …, 2012 – ieeexplore.ieee.org
… the dynamics of virtual environments with multiple virtual agents acting multimodally and asynchronously [7]; To adapt findings in the field of virtual humans to the … 2. The purpose of the access aspect is to enable, from the virtual object side, the operation of behaviour-generation …
Defense and security applications of modeling and simulation-grand challenges and current efforts
A Tolk, E Cayirci, R Shumaker, NR Adam… – Proceedings of the …, 2012 – dl.acm.org
… 2011), and multimodal bidirectional interaction (Lackey et al. 2011) are par- ticularly relevant to avatar behavior generation for training … 2009. Integrating conversational virtual humans and mannequin patient simulators to present mixed reality clinical training experiences …
Modeling the influence of trust on work team performance
J Martínez-Miranda, J Pavón – Simulation, 2012 – journals.sagepub.com
Page 1. Modeling the influence of trust on work team performance Juan Mart?nez-Miranda and Juan Pavo´n Abstract The selection of suitable people to make up a successful work team is not a trivial decision-making process …
Crowd simulation using heat conduction model
N Xiang, L Lin – Advances in Computer Science and Information …, 2012 – Springer
… The generation pipeline was shown in figure 1. Fig. 1. Behavior generation circle … And this is an important part for studying and simulating ball game competitions. However, to simulate a large scale crowd, a faster virtual human rendering method should be provided. References …
Issues in Creation, Management, Search and Presentation of Interactive 3D Content
W Cellary, K Walczak – Interactive 3D Multimedia Content, 2012 – Springer
… The main focus of AIM@SHAPE is ontology for describing virtual human body and linking semantics to shape or shape parts … De Carolis, B., Pelachaud, C., Poggi, I., Steedman, M.: APML, a mark-up language for believable behavior generation …
Eyebrow Motion Synthesis Driven by Speech
Y Ding, M Radenen, T Artières… – WACAI 2012, Workshop …, 2012 – researchgate.net
… Keywords: Speech Animation, Nonverbal Behavior Generation, Data-Driven Animation, Eyebrow motion synthesis 1 Introduction Embodied conversational agents are entities endowed with … Virtual humans ought to be capable of displaying such high quality behaviors …
Data Driven Approach to Multi-Agent Low Level Behavior Generation in Medical Simulations
M Gupta – 2012 – tigerprints.clemson.edu
… Page 2. DATA DRIVEN APPROACH TO MULTI-AGENT LOW LEVEL BEHAVIOR GENERATION IN MEDICAL SIMULATIONS A Thesis Presented to the Graduate School of Clemson University … An agent in the framework is a virtual human that represents a healthcare worker …
A demonstration of incremental speech understanding and confidence estimation in a virtual human dialogue system
D DeVault, D Traum – Proceedings of the 13th Annual Meeting of the …, 2012 – dl.acm.org
… A subset of this informa- tion is passed to the non-verbal behavior generation module to produce incremental non-verbal listening behaviors (Wang et al … The virtual humans Utah and Harmony (see Figure 1) are running and ready to begin a dialogue with the user, who will play …
Intelligent Virtual Environment Development with the REVE Platform as an Educational Aid
G Anastassakis, T Panayiotopoulos – ganast.com
… computer graphics and Virtual Reality topics; on the other hand, they had to implement virtual agent behaviour-generation mechanisms, which led … 7. Gratch, J., Rickel, J., Technologies, C., Badler, N. and André, E., Creating Interactive Virtual Humans: Some Assembly Required …
Motion Capture Based Animation for Virtual Human Demonstrators: Modeling, Parameterization and Planning
Y Huang – 2012 – search.proquest.com
… ii. Motion Capture Based Animation. for Virtual Human Demonstrators: Modeling, Parameterization and Planning … For explicit behavior modeling, [KKM06] describes Behavior Markup Language (BML) within a framework to unify a multi-modal behavior generation …
Modeling nonverbal behaviors for virtual agents
J Lee – 2012 – search.proquest.com
… greatly reduces behavior authoring effort and promotes fast development of virtual human projects with different goals and requirements. A module that was developed as part of this research, the Nonverbal Behavior Generator (Lee & Marsella, 2006)) has been incorporated 10 …
Automated Culture Training System
L Scagnetti – Computer Science, 2012 – en.ru.is
… context. The ELECT BiLAT architecture is based on a commercial game engine inte- grated with research technologies to enable the use of virtual human characters, scenario … generation. FML specification is divided into two part, the former define certain basic …
Research on cooperative ball-pushing for multiple biomimetic robotic-fish based on dynamic role assignment strategy
Q XIAO, F KONG, G XIE – Journal of Machine Design, 2012 – en.cnki.com.cn
… of Computer Engineering,Xidian University,Xi’an 710071,China;Modeling and simulation of arrays system of virtual human soccer[J … 7, ZHANG Guoping,ZHAO Chen,GUI Xujun(Tianjin University,Tianjin 300072,China);A Novel Behavior Generation Method for Soccer Robot[J …
Defense And Security Applications Of Modeling And Simulation-Grand Challenges And Current Efforts
C Laroque, J Himmelspach, R Pasupathy, O Rose… – academia.edu
… 2011), and multimodal bidirectional interaction (Lackey et al. 2011) are par- ticularly relevant to avatar behavior generation for training … 2009. Integrating conversational virtual humans and mannequin patient simulators to present mixed reality clinical training experiences …
Defense and Security Applications of Modeling and Simulation-Grand Challenges and Current Efforts
JA Sullivan, A Tolk, NR Adam, E Cayirci, S Pickl… – 2012 – core.ac.uk
… 2011), non-team cultural behavior (Fiore et al. 2011), and multimodal bidirectional interaction (Lackey et al. 2011) are par- ticularly relevant to avatar behavior generation for training. 7 CO-EVOLVING OF RESEARCH AND ACADEMIC PROGRAMS (SULLIVAN) …
Building configurable 3D web applications with Flex-VR
K Walczak – Interactive 3D Multimedia Content, 2012 – Springer
… Similar solutions, also developed for controlling life-like characters, are VHML (Virtual Human Markup Language) [16] for scripting virtual characters’ animation and APML (Affective Presentation Markup Language) [11] focusing on presenting personality and emotions in agents …
A cognitive model of immune system for increasing security in distributed systems
EB Noeparast, T Banirostam – 2012 UKSim 14th International …, 2012 – ieeexplore.ieee.org
… In section V, designing of agents, essential parts, modules and behavior generation of agents will be described … [10] A. Emerson and E. Rossi, “ImmunoGrid – The Virtual Human Immune System Project,” Studies in Health Technology and Informatics, Vol.126, 2007, pp. 87–92 …
Modeling Director Agents’ Decision-Making Strategies in Guided Discovery Learning Environments
SY Lee – 2012 – search.proquest.com
… solving and dialogue model to achieve goals and using an emotional appraisal model to evaluate agent emotions and a behavior generation model to manager non-verbal activities. FEARNOT … 2008). It integrates with interactive virtual human technologies for a tra