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173
Visual Interaction With Lifelike Characters
, 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 ..."
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Cited by 28 (3 self)
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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
, 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 ..."
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Cited by 71 (3 self)
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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
- in Applied Artificial Intelligence
"... ..."
On Site MARTIN MAYO (TOP); DISNEY/PIXAR (BOTTOM) Creating Lifelike Characters in
"... 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
, 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 ..."
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Cited by 58 (5 self)
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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
, 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 ..."
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Cited by 325 (1 self)
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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
- 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 ..."
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Cited by 20 (0 self)
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, 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
- 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
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Cited by 114 (7 self)
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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
- 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
Results 1 - 10
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173