Animating Expressive Characters for Social Interaction by Lola Cañamero download in pdf, ePub, iPad
Computer generated characters are now commonplace in television and film. This paper introduces CrossTalk, an interactive installation with animated presentation agents. The agents behavior is controlled by a behavior control component, which allows testing different theories of social group dynamics.
Our model consists of two principle dimensions, affiliation and status. Various synthetic facial models close to real human faces have been created.
The skill to specific and realize feelings is a basic point of social interplay. It features a detailed human model and includes a range of realistic behavioural controls. Two versions of the game deploying different visualization techniques were compared with respect to the dynamics of attitude change and type of reactions. As humans we are not hermetically sealed individuals, we learn about our world and how to operate within it from others in a myriad of ways.
Nonverbal behaviors are particularly interesting because they lie out-of-awareness and typically operate off-the-record. In step one, the scene flow is defined using cascaded finite state machines. Solutions to challenging applications often emerge from a fruitful combination of knowledge, methods, and techniques from different disciplines.
In essence, Intellimedia research aims at the innovative and intelligent usage of multiple media to improve human-machine interfaces as well as computermediated human-human communication. Using CrossTalk as the target application, we describe our models and languages, and illustrate the authoring process. Last but not least, multiple characters allow conveying social aspects, such as interpersonal relationships between emotional characters cf. Written text sentences are rich in conveying emotional information, but people have to be focused to read and comprehend the text.
Another approach for communicating emotion can be through the use of avatars. The many meanings of positive facial display. Agents interact via natural language that is generated by a statistical language component and takes into account the social interaction categories and the social relationships between agents. Attitude formation is a complex process which has been modelled theoretically from different perspectives. Gender and social interaction.
This includes the interaction of the parties with the location as well as facial expressions, body language, voice intonation and language. The SceneMaker toolkit should enable the non-expert to compose adaptive, interactive performances in a rapid prototyping approach. They may embody the interface between humans and computers, and thus improve the otherwise poor communicative capabilities of computational devices. The question about how to create believable environments is answered by the automatic creation of identifiable locations.
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