15 research outputs found
Customisation and Context for Expressive Behaviour in the Broadband World
The introduction of consumer broadband makes it possible to have an
emotionally much richer experience of the internet. One way of achieving
this is the use of animated characters endowed with emotionally expressive
behaviour. This paper describes Demeanour, a framework for generating
expressive behaviour, developed collaboratively by University College
London and BT plc. The focus of this paper will be on two important
aspects; the customisation of expressive behaviour and how expressive
behaviour can be made context dependent.
Customisation is a very popular feature for internet software, particularly
as it allows users to present a specific identity to other users; the ability
to customise beahviour will increase this sense of identity. Demeanour
supports a number of user friendly methods for customisng behaviour, all
of which use a character profile that ultimately controls the behaviour of
the character.
What counts as appropriate behaviour is highly dependent on the context,
where you are, who you are talking to, whether you have a particular
job or role. It is therefore very important that characters are able to
exhibit different behaviours in different contexts. Demeanour allows characters
to load different profiles in different contexts and therefore produce
different behaviour
A paradigm for controlling virtual humans in urban environment simulations
Presents a new architecture for simulating virtual humans in complex urban environments. The approach is based on the integration of six modules. Four key modules are used in order to manage environmental data, simulate human crowds, control interactions between virtual humans and objects, and generate tasks based on a rule-based behavioral model. The communication between these modules is made through a client/server system. Finally, all low-level virtual human actions are delegated to a single motion and behavioral control module. Our architecture combines various human and object simulation aspects, based on the coherent extraction and classification of information from a virtual city database. This architecture is discussed in this paper, together with a detailed case study exampl