| B.M. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D Dissertation, MIT, 1996. |
....populated with autonomous characters and entities, within which the user participates in the story or simulation. A significant amount of research has taken place in the area of building believable autonomous characters to populate the story world [Reilly, 1996] Loyall 1997] Mateas, 1997] [Blumberg, 1996], Hayes Roth et al. 1996] and [Rickel et al. 2001] However, the body of work on developing systems where the story lines and scenarios adjust to the autonomous behavior of individual agents is smaller in scope [Weyhrauch, 1997] Marsella et al. 2000] Mateas and Stem, 2000] and [Swartout et ....
Blumberg, B. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D. thesis, Massachusetts Institute of Technology Media Lab, 1996.
....and Evaluation of Embodied Conversational Agents: A Proposed Taxonomy Katherine Isbister, Ph.D. 1904 23 rd Street San Francisco, CA 94107 ( 1 )415 722 1945 ki katherineinterface.com Patrick Doyle Stanford University Gates Computer Science Bldg. 2A Stanford, CA 94305 9020 ( 1) 650 723 6707 pdoyle cs.stanford.edu ABSTRACT This workshop call demonstrates that our field is eager to move beyond first generation generalist projects, ....
....and Evaluation of Embodied Conversational Agents: A Proposed Taxonomy Katherine Isbister, Ph.D. 1904 23 rd Street San Francisco, CA 94107 ( 1 )415 722 1945 ki katherineinterface.com Patrick Doyle Stanford University Gates Computer Science Bldg. 2A Stanford, CA 94305 9020 ( 1) 650 723 6707 pdoyle cs.stanford.edu ABSTRACT This workshop call demonstrates that our field is eager to move beyond first generation generalist projects, toward a more ....
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Blumberg, B. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D. Thesis, Media Lab., Massachusetts Institute of Technology, Cambridge MA, 1996.
....Synthetic Characters Synthetic characters are 2D or 3D animated graphical representations of humanoids or other creatures. Recent research has focused not only on how to make the appearance of these characters more lifelike, but also on how they can be given the ability to operate autonomously [2], 11] The use of visual representations of oneself has been written about extensively in connection with social interaction within virtual worlds environments on the Internet, such as OnLive [15] and the Palace [16] see Figure 2) Here, individuals represent themselves through graphical ....
Blumberg, B. Old Tricks, New Dogs: Ethology and Interactive Creatures, MIT Media Laboratory PhD Thesis, September, 1996.
.... with directable autonomous behaviors originated out of work in autonomous agent architectures for robotics and animation [58, 14, 42, 41, 39, 57, 38] Blumberg and Galyean suggested a means for directing autonomous agents by sending directives to the agents and having them react to those commands [10, 8]. At about the same time, driving simulation researchers were working on creating autonomous driving behaviors that could be manipulated over the course of a simulation. The goal was to create replicable experiences adaptable to different human subjects in driving simulation experiments. This ....
B. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD thesis, MIT Media Lab, 1996.
....notwithstanding, the behavior controllers are hardwired into the code. Blumberg and Galyean [7] begin to address such concerns by introducing mechanisms that give the animator greater control over behavior, and Blumberg s superb thesis considers interesting issues such as behavior learning [6]. While we share similar motivations, our research takes a different route. One of its unique features is the emphasis we place on investigating important higher level cognitive abilities, such as knowledge representation, reasoning, and planning, which are the domain of AI. The research teams led ....
B. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures.PhD thesis, MIT Media Lab, MIT, Cambridge, MA, 1996.
....to engage in infant like interactions with a human caregiver. 1 Introduction Other researchers have suggested that in order to interact socially with humans, a software agent must be believable and life like, must have behavioral consistency, and must have ways of expressing its internal states [2, 3]. A social robot must also be extremely robust to changes in environmental conditions, flexible in dealing with unexpected events, and quick enough to respond to situations in an appropriate manner [6] If a robot is to interact socially with a human, the robot must convey intentionality, that is, ....
....robot to attend to stimuli relevant to the task at hand. Behaviors are organized into a loosely layered, heterogeneous hierarchy as shown in Figure 5. At each level, behaviors are grouped into cross exclusion groups (CEGs) which represent competing strategies for satisfying the goal of the parent [3]. Within a CEG, a winner take all competition based on the current state of the emotions, drives, and percepts is held. The winning behavior may pass activation to its children (level 0 and 1 behaviors) or activate motor skill behaviors (level 2 behaviors) Winning behaviors may also influence the ....
B. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD thesis, MIT, 1996.
....our research aligns with recent developments in the field of artificial intelligence concerning methods for representing and controlling action. While there is still considerable controversy between employing deep reasoning [50, 101, 149] or reactive models in the design of intelligent creatures [16, 33, 37, 99], recent works have tried to find specific domains where middle term solutions can be applied [39, 130] Our work on action representation is based on the use of a small number of symbolic primitives (based on [149] and on a simple reasoning system (inspired by [144] that compensates for the ....
....underlying structure, PNF networks, and by applying a variation of the PNF propagation method in the run time control engine of the interactive system. Previous work on scripting languages for systems with narrative structure has focused on different aspects. Bates [14] Perlin [125] and Blumberg [16] experimented with different ideas for behavior design, using traditional AI planning and behavior based approaches. There has also been interest in languages for description of multimedia interaction as for example Director [1] and the works of Buchanan and Zelllweger [34] and Hamakawa and ....
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B. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D. Thesis. Media Arts and Sciences Program: Massachusetts Institute of Technology, Cambridge, Massachusetts. 1996.
....capabilities. Nowadays, it is commonly recognized that research on functional process models of emotion synthesis requires whole agent designs ( 51] 60] Various approaches have been adopted to this end, adopting guidelines from ethology, neurophysiology, cognitive and social science ( 4] [7, 8], 13] 33, 56] 42, 43, 54] 65] 68] In the following, we briefly discuss the Affective Reasoner, a representative appraisal based architecture. 3.3 An Existing Appraisal Based Architecture The Affective Reasoner [19, 20, 22] is an architecture for abstract, domain independent emotion ....
Blumberg B.M.: Old tricks, new dogs: Ethology and interactive creatures, MIT, Cambridge, MA, PhD Thesis, 1997.
....environments: hidden in the structure is an assumption that actions are pin point events in time (coming from the typical point and click interfaces those languages are designed for) or a simple sequence of basic commands. Also, unlike some previous reactive autonomous characters like Silas [3] or NeuroBaby [25] the interaction script of It I contains the story of the play and It s role in it. In this sense, It is more a computer actor (as defined in [19] than an autonomous creature. Specifically, It is pro active in relation to a story, instead of reactive to human interaction or to ....
....script of It I contains the story of the play and It s role in it. In this sense, It is more a computer actor (as defined in [19] than an autonomous creature. Specifically, It is pro active in relation to a story, instead of reactive to human interaction or to internalized, creature like goals [3]. Pro active computer characters require scripting methods that allow representation of complex story patterns, including parallel actions, multiple paths, and some sense of cause and consequence. 5.1 Interval Scripts An interval script associates a temporal interval with every action in the ....
Bruce Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD thesis, M.I.T. Media Arts and Sciences Program, 1996.
....been several previous proposals for modeling simulated visual perception. Tu and Terzopoulos implemented a synthetic vision for their artificial fishes based on ray casting[20, 34] Blumberg experimented with image based motion energy techniques for obstacle avoidance for his autonomous virtual dog[35]. Terzopoulous and Rabie proposed using a database of pre rendered models of objects along with an iterative pattern matching scheme based on color histograms for object recognition[36] We adopt an approach to synthetic vision similar in spirit to the one described by Noser, et. al [22, 21] The ....
B. M. Blumberg, Old Tricks, New Dogs : Ethology and Interactive Creatures, Ph.D. thesis, MIT Media Laboratory, Boston, MA, 1996.
....the user) would be controlled and rendered at run time. It might even be 1 All media components were developed using SGI s Digital Media utilities libraries. quite fun to have virtual cartoonish like characters as the instructors. Each character could have their own attitude and behavior [1], which would possibly increase the entertainment value of the system. But in the current system, we chose to use stored movie clips for simplicity. Also, to date we have only recorded one instructor though the system is designed to have multiple instructors from which the user can choose. When ....
Blumberg, B. Old tricks, new dogs: ethology and interactive creatures. PhD dissertation, MIT Media Lab, MIT, 1996.
....toward a future of interactive, emotional cinematography. Keywords Autonomous cinematography, behavior based agents. 1. INTRODUCTION We have implemented an autonomous cinematography system based on the autonomous character design work of the Synthetic Characters Group at the MIT Media Lab [2][14] Our system controls a virtual camera and several virtual lights in our threedimensional virtual world. The virtual camera chooses the perspective from which the world is displayed on a flat screen being watched by participants in our installations. By dynamically changing the camera and the ....
....beyond the current limits imposed by time and technology. 2. RELATED WORK In this section, I discuss the main disciplines that have inspired and influenced this work. 2. 1 Behavior Systems In constructing the behavior system for the CameraCreature, we built on the work of Bruce Blumberg [2]. His autonomous behavior systems provide an action selection mechanism inspired by animal behavior. His work seeks to create characters who behave intelligently and are capable of displaying emotions. Christopher Kline has furthered Blumberg s work, creating the underlying behavior structure that ....
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Blumberg, B. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D. Dissertation. MIT Media Laboratory (1996).
....greatly aid real time interactions between humans and synthetic characters. These components enhance the life like impression that the characters make, and enable comfortable communication between the characters and human participants. We extended the behavioral action selection system of Blumberg[2] and Kline[14] with these needs in mind, and developed a creature kernel that enables the designing of a character with communicative motivational and emotional states, and learning abilities based on feedback from the motivation system. In this paper, we introduce this new approach to character ....
....states and needs are conveyed as modulators of facial expressions, gestures and vocalization to let observing animals understand an individual s intention. Such expressions form the basic means of communication for animals. Taking this idea, we implemented a creature kernel, extending the Blumberg[2] and Kline et al.[14] behavior based character design approach. The new kernel more fully incorporates the motivation system and incorporates a learning mechanism that uses the output of the motivation system as its reinforcement signal. This learning mechanism is the topic of this paper. We ....
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Blumberg, B. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph. D in Media Arts and Sciences, The Media Laboratory, Massachusetts Institute of Technology, Cambridge, MA, September 1996.
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B.M. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D Dissertation, MIT, 1996.
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B.M. Blumberg, Old Tricks, New Dogs: Ethology and Interactive Creatures, Ph.D Dissertation, MIT, 1996.
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Blumberg, B.M.,: Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D Dissertation, MIT, 1996.
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B.M. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D Dissertation, MIT, 1996.
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B.M. Blumberg, Old Tricks, New Dogs: Ethology and Interactive Creatures, Ph.D Dissertation, MIT, 1996.
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Blumberg, B.M.,: Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D Dissertation, MIT, 1996.
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Blumberg, B.: Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD thesis, Massachusetts Institute of Technology, MIT, Cambridge, MA (1996)
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Blumberg, B.. Old Tricks, New Dogs: Ethology and Interactive Creatures. Ph.D. diss. Massachusetts Institute of Technology
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B. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD thesis, MIT, 1996.
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Blumberg, B. Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD Dissertation, MIT Media Lab, 1996. 3, 4
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B. Blumberg Old Tricks, New Dogs: Ethology and Interactive Creatures, Unpublished PhD Thesis, MIT Media Lab.
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B. Blumberg, Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD thesis, MIT Media Lab, 1996.
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