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Visual Interaction With Lifelike Characters

by Matthew Turk , 1996
"... This paper explores the use of fast, simple computer vision techniques to add compelling visual capabilities to social user interfaces. Social interfaces involve the user in natural dialog with animated, "lifelike" characters. However, current systems employ spoken language as the only inp ..."
Abstract - Cited by 28 (3 self) - Add to MetaCart
This paper explores the use of fast, simple computer vision techniques to add compelling visual capabilities to social user interfaces. Social interfaces involve the user in natural dialog with animated, "lifelike" characters. However, current systems employ spoken language as the only

Integrating models of personality and emotions into lifelike characters

by Elisabeth André, Martin Klesen, Patrick Gebhard, Steve Allen, Thomas Rist, Dfki Gmbh, D- Saarbrücken , 1999
"... Abstract. A growing number of research projects in academia and industry have recently started to develop lifelike agents as a new metaphor for highly personalised human-machine communication. A strong argument in favour of using such characters in the interface is the fact that they make humancompu ..."
Abstract - Cited by 71 (3 self) - Add to MetaCart
Abstract. A growing number of research projects in academia and industry have recently started to develop lifelike agents as a new metaphor for highly personalised human-machine communication. A strong argument in favour of using such characters in the interface is the fact that they make

Lessons from Emotion Psychology for the Design of Lifelike Characters

by Jonathan Gratch, Stacy Marsella - in Applied Artificial Intelligence
"... ..."
Abstract - Cited by 15 (4 self) - Add to MetaCart
Abstract not found

Analysis of the Effects of Lifelike Characters on Computer-mediated Communication

by Tomoko Koda
"... ..."
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Abstract not found

On Site MARTIN MAYO (TOP); DISNEY/PIXAR (BOTTOM) Creating Lifelike Characters in

by Tom Porter, Galyn Susman, Pixar Movies, Toy Story (released
"... Lifelike means convincing the audience an animated character has intelligence, personality, and emotion while inhabiting a physical world. Toy Story, the first fulllength computer-generated animated feature film (released 1995) established itself as a visual benchmark for computer graphics hardware ..."
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Lifelike means convincing the audience an animated character has intelligence, personality, and emotion while inhabiting a physical world. Toy Story, the first fulllength computer-generated animated feature film (released 1995) established itself as a visual benchmark for computer graphics hardware

Presenting Through Performing: On the Use of Multiple Lifelike Characters in Knowledge-Based Presentation Systems

by Elisabeth André, Thomas Rist , 2000
"... In this paper, we investigate a new style for presenting information. We introduce the notion of presentation teams which – rather than addressing the user directly – convey information in the style of performances to be observed by him or her. The paper presents an approach to the automated generat ..."
Abstract - Cited by 58 (5 self) - Add to MetaCart
In this paper, we investigate a new style for presenting information. We introduce the notion of presentation teams which – rather than addressing the user directly – convey information in the style of performances to be observed by him or her. The paper presents an approach to the automated generation of performances which has been tested in two different application scenarios, car sales dialogues and soccer commentary.

Steering Behaviors For Autonomous Characters

by Craig Reynolds , 1999
"... This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means of lo ..."
Abstract - Cited by 325 (1 self) - Add to MetaCart
This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These "steering behaviors" are largely independent of the particulars of the character's means

Linguistic style improvisation for lifelike computer characters

by Marilyn A. Walker, Janet E. Cahn, Stephen J. Whittaker - in Entertainment and AI/ALife, Papers from the 1996 AAAI Workshop , 1996
"... Just because you are a character doesn’t mean that you have character. (Wolf to Raquel in Pulp Fiction, Q. Tarantino) This paper introduces Linguistic Style Improvisation, a theory and algorithms for improvisation of spoken utterances by artificial agents, with applications to interactive story and ..."
Abstract - Cited by 20 (0 self) - Add to MetaCart
, meet the requirements that lifelike characters be believable, and satisfy particular criteria for improvisation proposed by Hayes-Roth. 1

Smartkom: Multimodal communication with a life-like character

by Wolfgang Wahlster, Norbert Reithinger, Anselm Blocher - in Proceedings of the Eurospeech 2001 , 2001
"... SmartKom is a multimodal dialog system that combines speech, gesture, and mimics input and output. Spontaneous speech understanding is combined with the video-based recognition of natural gestures. One of the major scientific goals of SmartKom is to design new computational methods for the seamless ..."
Abstract - Cited by 114 (7 self) - Add to MetaCart
integration and mutual disambiguation of multimodal input and output on a semantic and pragmatic level. SmartKom is based on the situated delegation-oriented dialog paradigm, in which the user delegates a task to a virtual communication assistant, visualized as a life-like character on a graphical display. We

Linguistic Style Improvisation for Lifelike Computer Characters

by Aaai Workshop On, Marilyn A. Walker, Janet E. Cahn, Stephen J. Whittaker - In: Proceedings of the AAAI Workshop on AI, Arti Life and Entertainment , 1996
"... This paper introduces Linguistic Style Improvisation, a theory and algorithms for improvisation of spoken utterances by artificial agents, with applications to interactive story and dialogue systems. We argue that linguistic style is a key aspect of character, and show how speech act representa ..."
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representations common in AI can provide abstract representations from which computer characters can improvise. We show that the mechanisms proposed introduce the possibility of socially oriented agents, meet the requirements that lifelike characters be believable, and satisfy particular criteria
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