4,344 research outputs found

    Towards virtual communities on the Web: Actors and audience

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    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. Our environment models a theatre in our hometown. We discuss attempts to let this environment evolve into a theatre community where we do not only have goal-directed visitors, but also visitors that that are not sure whether they want to buy or just want information or visitors who just want to look around. It is shown that we need a multi-user and multiagent environment to realize our goals. Since our environment models a theatre it is also interesting to investigate the roles of performers and audience in this environment. For that reason we discuss capabilities and personalities of agents. Some notes on the historical development of networked communities are included

    Direct Manipulation-like Tools for Designing Intelligent Virtual Agents

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    If intelligent virtual agents are to become widely adopted it is vital that they can be designed using the user friendly graphical tools that are used in other areas of graphics. However, extending this sort of tool to autonomous, interactive behaviour, an area with more in common with artificial intelligence, is not trivial. This paper discusses the issues involved in creating user-friendly design tools for IVAs and proposes an extension of the direct manipulation methodology to IVAs. It also presents an initial implementation of this methodology

    A proposed framework of an interactive semi-virtual environment for enhanced education of children with autism spectrum disorders

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    Education of people with special needs has recently been considered as a key element in the field of medical education. Recent development in the area of information and communication technologies may enable development of collaborative interactive environments which facilitate early stage education and provide specialists with robust tools indicating the person's autism spectrum disorder level. Towards the goal of establishing an enhanced learning environment for children with autism this paper attempts to provide a framework of a semi-controlled real-world environment used for the daily education of an autistic person according to the scenarios selected by the specialists. The proposed framework employs both real-world objects and virtual environments equipped with humanoids able to provide emotional feedback and to demonstrate empathy. Potential examples and usage scenarios for such environments are also described

    Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices

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    Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices. The paper proposes a typology of tropes in these avatar-based narratives focusing on non-game case studies. Suggested tropes are also confronted with the latest research on avatars in the area of game studies and current knowledge of the issues concerning the player-avatar relationship. Some of the most popular misconceptions regarding the gameplay experience and its representation in non-game media are exposed as a result of this analysis. The research confirms that popular culture perceives gaming experience as closely related to the player identity, as the latter inspires new genres of non-game narratives

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Symbolic Activities in Virtual Spaces

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    This paper presents an approach to combine concepts ofsymbolic acting and virtual storytelling with the support ofcooperative processes. We will motivate why symboliclanguages are relevant in the social context of awarenessapplications. We will describe different symbolicpresentations and illustrate their application in three differentprototypes

    Real Time Virtual Humans

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    The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. Various dimensions of real-time virtual humans are considered, such as appearance and movement, autonomous action, and skills such as gesture, attention, and locomotion. A virtual human architecture includes low level motor skills, mid-level PaT-Net parallel finite-state machine controller, and a high level conceptual action representation that can be used to drive virtual humans through complex tasks. This structure offers a deep connection between natural language instructions and animation control

    Enhancing Expressiveness of Speech through Animated Avatars for Instant Messaging and Mobile Phones

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    This thesis aims to create a chat program that allows users to communicate via an animated avatar that provides believable lip-synchronization and expressive emotion. Currently many avatars do not attempt to do lip-synchronization. Those that do are not well synchronized and have little or no emotional expression. Most avatars with lip synch use realistic looking 3D models or stylized rendering of complex models. This work utilizes images rendered in a cartoon style and lip-synchronization rules based on traditional animation. The cartoon style, as opposed to a more realistic look, makes the mouth motion more believable and the characters more appealing. The cartoon look and image-based animation (as opposed to a graphic model animated through manipulation of a skeleton or wireframe) also allows for fewer key frames resulting in faster speed with more room for expressiveness. When text is entered into the program, the Festival Text-to-Speech engine creates a speech file and extracts phoneme and phoneme duration data. Believable and fluid lip-synchronization is then achieved by means of a number of phoneme-to-image rules. Alternatively, phoneme and phoneme duration data can be obtained for speech dictated into a microphone using Microsoft SAPI and the CSLU Toolkit. Once lip synchronization has been completed, rules for non-verbal animation are added. Emotions are appended to the animation of speech in two ways: automatically, by recognition of key words and punctuation, or deliberately, by user-defined tags. Additionally, rules are defined for idle-time animation. Preliminary results indicate that the animated avatar program offers an improvement over currently available software. It aids in the understandability of speech, combines easily recognizable and expressive emotions with speech, and successfully enhances overall enjoyment of the chat experience. Applications for the program include use in cell phones for the deaf or hearing impaired, instant messaging, video conferencing, instructional software, and speech and animation synthesis
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