9,799 research outputs found
A Trip to the Moon: Personalized Animated Movies for Self-reflection
Self-tracking physiological and psychological data poses the challenge of
presentation and interpretation. Insightful narratives for self-tracking data
can motivate the user towards constructive self-reflection. One powerful form
of narrative that engages audience across various culture and age groups is
animated movies. We collected a week of self-reported mood and behavior data
from each user and created in Unity a personalized animation based on their
data. We evaluated the impact of their video in a randomized control trial with
a non-personalized animated video as control. We found that personalized videos
tend to be more emotionally engaging, encouraging greater and lengthier writing
that indicated self-reflection about moods and behaviors, compared to
non-personalized control videos
Affective interactions between expressive characters
When people meet in virtual worlds they are represented by computer animated characters that lack a variety of expression and can seem stiff and robotic. By comparison human bodies are highly expressive; a casual observation of a group of people mil reveals a large diversity of behavior, different postures, gestures and complex patterns of eye gaze. In order to make computer mediated communication between people more like real face-to-face communication, it is necessary to add an affective dimension. This paper presents Demeanour, an affective semi-autonomous system for the generation of realistic body language in avatars. Users control their avatars that in turn interact autonomously with other avatars to produce expressive behaviour. This allows people to have affectively rich interactions via their avatars
Meanings in motion and faces: Developmental associations between the processing of intention from geometrical animations and gaze detection accuracy
Aspects of face processing, on the one hand, and theory of mind (ToM) tasks, on the other hand, show specific impairment in autism. We aimed to discover whether a correlation between tasks tapping these abilities was evident in typically developing children at two developmental stages. One hundred fifty-four normal children (6-8 years and 16-18 years) and 13 high-IQ autistic children (11-17 years) were tested on a range of face-processing and IQ tasks, and a ToM test based oil the attribution of intentional movement to abstract shapes in a cartoon. By midchildhood, the ability accurately and spontaneously to infer the locus of attention of a face with direct or averted gaze was specifically associated with the ability to describe geometrical animations using mental state terms. Other face-processing and animation descriptions failed to show the association. Autistic adolescents were impaired at both gaze processing and ToM descriptions. using these tests. Mentalizing and gaze perception accuracy are associated in typically developing children and adolescents. The findings are congruent with the possibility that common neural Circuitry underlies, at least in part, processing implicated in these tasks. They are also congruent with the possibility that autism may lie at one end of a developmental continuum with respect to these skills, and to the factor(s) underpinning them
Group emotion modelling and the use of middleware for virtual crowds in video-games
In this paper we discuss the use of crowd
simulation in video-games to augment their realism. Using
previous works on emotion modelling and virtual crowds we
define a game world in an urban context. To achieve that, we
explore a biologically inspired human emotion model,
investigate the formation of groups in crowds, and examine
the use of physics middleware for crowds. Furthermore, we
assess the realism and computational performance of the
proposed approach. Our system runs at interactive frame-rate
and can generate large crowds which demonstrate complex
behaviour
Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter
Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to sell you insurance, homes, or tickets. In all these cases, the embodied agent needs to explain and describe. This article describes the design of a 3D virtual presenter that uses different output channels (including speech and animation of posture, pointing, and involuntary movements) to present and explain. The behavior is scripted and synchronized with a 2D display containing associated text and regions (slides, drawings, and paintings) at which the presenter can point. This article is part of a special issue on interactive entertainment
Integrating internal behavioural models with external expression
Users will believe in a virtual character more if they
can empathise with it and understand what âmakes it
tickâ. This will be helped by making the motivations
of the character, and other processes that go towards
creating its behaviour, clear to the user. This paper
proposes that this can be achieved by linking the behavioural or cognitive system of the character to expressive behaviour. This idea is discussed in general
and then demonstrated with an implementation that
links a simulation of perception to the animation of a
characterâs eyes
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