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Virtual human animation based on movement observation and cognitive behavior models

N.I. Badler, D.M. Chi, S. Chopra
Proceedings Computer Animation 1999  
We present a framework for animation that is based on utilizing empirical and validated data from movement observation and cognitive psychology.  ...  We present a framework for animation that is based on utilizing empirical and validated data from movement observation and cognitive psychology.  ...  Air Force through Delivery Orders #8 and #17 on F41624-97-D-5002, Office of Naval Research K-5-55043/3916-1552793, ONR AASERTs N00014-97-1-0603 and N0014-97-1-0605, NSF IRI95-04372, NASA NRA NAG 5-3990  ... 
doi:10.1109/ca.1999.781206 dblp:conf/ca/BadlerCC99 fatcat:zcb2qc5iazbr5cxyyfppd6x4ke

A Natural Conversational Virtual Human with Multimodal Dialog System

Itimad Raheem Ali, Ghazali Sulong, Ahmad Hoirul Basori
2014 Jurnal Teknologi  
The making of virtual human character to be realistic and credible in real time automated dialog animation system is necessary.  ...  More specifically, its focus is on behavior planning and developing the data control languages (DCL).  ...  For defining the problem, based on the human perceived and the virtual world on one hand and the goals of the virtual characters on the other hand, the intent planning module takes the decision about what  ... 
doi:10.11113/jt.v71.3859 fatcat:rtvoojoulrhargjk6xbrkmslwe

Future Portrait of the Athletic Brain: Mechanistic Understanding of Human Sport Performance Via Animal Neurophysiology of Motor Behavior

Eros Quarta, Erez James Cohen, Riccardo Bravi, Diego Minciacchi
2020 Frontiers in Systems Neuroscience  
Efforts to understand the neural processes subserving such movements may teach us about general principles of behavior, similarly to how studies on neurological patients have guided early work in cognitive  ...  While investigations on non-human animal models offer valuable information on the neural dynamics of skilled motor control that is still difficult to obtain from humans, sport sciences have paid relatively  ...  It may thus seem intuitive to consider animal modeling of, e.g., running to be less complex than, say, tennis and that differential insights on the cognitive bases of sport performance may be extracted  ... 
doi:10.3389/fnsys.2020.596200 pmid:33281568 pmcid:PMC7705174 fatcat:tq2ez4biubfs3pzp73uplawhrq

Simulation theory and anticipation for interactive virtual character in an uncertain world

Cédric Buche, Anne Jeannin-Girardon, Pierre De Loor
2011 Computer Animation and Virtual Worlds  
The underlying idea is to take into account principles from cognitive science, in particular, the human ability to anticipate and simulate the world behavior.  ...  Thanks to this model it is possible to add a human user to launch balls that the virtual juggler can catch whilst juggling.  ...  At the opposite, some models developed in robotics are interaction oriented and rely on cognitive science, but the problem of animation realism is not addressed [3] .  ... 
doi:10.1002/cav.401 fatcat:umvs5eottvcdli72m47zs5i2oe

Animal-oriented virtual environments: illusion, dilation, and discovery

Bradly Alicea
2015 F1000Research  
When selectively coupled to nervous systems, virtual environments can help us better understand the functional architecture of animals' brains during naturalistic behaviors.  ...  Once these examples are presented, the implications for improving upon virtual models for more directly inducing the mental phenomena of illusion and space/time dilation will be considered.  ...  Acknowledgements I would like to thank Corey Bohil and Frank Biocca for their insights and collaboration during my time in the MIND Laboratory.  ... 
doi:10.12688/f1000research.3557.2 fatcat:3wiva2c5cfdzddg3jezyunf6de

Towards Behavioral Consistency in Animated Agents [chapter]

Jan M. Allbeck, Norman I. Badler
2001 Deformable Avatars  
Our goal is to drive this consistent behavior from internal or cognitive models of the agents.  ...  We are seeking to outline a framework to create embodied agents with consistency both in terms of human actions and communications in general and individual humans in particular.  ...  a model of nonverbal communication where agents react to one another in a virtual environment based on their postures.  ... 
doi:10.1007/978-0-306-47002-8_17 fatcat:xcjckkan45eozhu6ubpgvzd2oa

Intelligent virtual humans with autonomy and personality: State-of-the-art

Zerrin Kasap, Nadia Magnenat-Thalmann
2007 International Journal of Intelligent Decision Technologies  
This survey provides a novel insight to the current state of designing and modeling virtual humans using different decision technologies and can be used as a basis for several future directions.  ...  Intelligent virtual characters has been subject to exponential growth in the last decades and they are utilized in many application areas such as education, training, human-computer interfaces and entertainment  ...  Behavioral animation of virtual humans is a complex topic requiring analysis of cognitive and emotional processes.  ... 
doi:10.3233/idt-2007-11-202 fatcat:ratv5z5uhbd2xk77svg7f2lm4q

Invoking Behavioral Patterns on Autonomous Virtual Agents by Fuzzy Cognitive Maps and Video Games Techniques using Modern Tools

J. Carlos Conde R., Abraham Sánchez L., Abraham Sánchez F.
2014 Research in Computing Science  
This behavioral system is based on MoCAMG cognitive architecture following a methodology that combines common video-game techniques with non classical methods of AI.  ...  Our work shows the main phases where an appropriate cognitive modeling leads to suitable responses from external stimuli and internal desires.  ...  This is based on the hierarchy of behavioral animation modeling since it has made impressive strides toward autonomy resulting in virtual characters auto-animated endowed of more realistic behaviors [  ... 
doi:10.13053/rcs-86-1-7 fatcat:pplrapqetnavnmkg3sil7pmbqu

From motion capture to action capture

Bernhard Jung, Heni Ben Amor, Guido Heumer, Matthias Weber
2006 Proceedings of the ACM symposium on Virtual reality software and technology - VRST '06  
We present a novel method for virtual character animation that we call action capture.  ...  The paper reviews the relevant literature in these areas before framing the concept of action capture in the context of VR-based character animation.  ...  based on spacetime constraints [28] , this process still requires an explicit modeling effort by the human animator [9] .  ... 
doi:10.1145/1180495.1180526 dblp:conf/vrst/JungAHW06 fatcat:y2dgpq4kkbgmnajve3sn7jbfdy


Arjun Nagendran, Remo Pillat, Adam Kavanaugh, Greg Welch, Charles Hughes
2013 Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology - VRST '13  
A multi-server-client architecture, based on a low-demand network protocol, connects the user environment, interactor station(s) and observer station(s).  ...  A human-in-theloop (interactor) metaphor provides remote control of multiple virtual characters, with support for multiple interactors and multiple observers.  ...  Acknowledgements The material presented in this publication is based on work supported by the Office of Naval Research Code 30 (N00014-12-1-0052 and N00014-12-1-1003), the National Science Foundation (  ... 
doi:10.1145/2503713.2503731 dblp:conf/vrst/NagendranPKWH13 fatcat:5l7qtbrgbfb5ddxknwpx7jwkny

Creating interactive virtual humans: some assembly required

J. Gratch, J. Rickel, E. Andre, J. Cassell, E. Petajan, N. Badler
2002 IEEE Intelligent Systems  
As a first step, we overview the issues and available tools in three key areas of virtual human research: face-to-face conversation, emotions and personality, and human figure animation.  ...  Assembling a virtual human is still a daunting task, but the building blocks are getting bigger and better every day. Comments  ...  Acknowledgments We are indebted to Bill Swartout for developing the initial proposal to run a Virtual Human workshop, to Jim Blake for helping us arrange funding, and to Julia Kim and Lynda Strand for  ... 
doi:10.1109/mis.2002.1024753 fatcat:s33kad63ijglda7nebjhi4e254

Employing virtual humans for education and training in X3D/VRML worlds

Lucio Ieronutti, Luca Chittaro
2007 Computers & Education  
Moreover, the programming effort to develop and re-use the virtual human into different learning environments can be considerable.  ...  Virtual humans are more and more used in multimedia learning environments, e.g. to explain maintenance operations, to train medical staff, or can be employed as virtual teachers.  ...  The cognitive modeling instead binds various stimuli with reasoning process that allow the virtual human to search for the most suitable reaction; cognitive models go beyond behavioral models in that they  ... 
doi:10.1016/j.compedu.2005.06.007 fatcat:jk22jlq7sjfm3idnd2l6netwem

There is no mouse: using a virtual mouse to generate training data for video-based pose estimation

Guido T. Meijer, Jaime Arlandis, Anne E. Urai
2021 Lab animal  
Acknowledgements We thank Liam Paninski and Matthew Whiteway for comments on the manuscript.  ...  AEU is supported by the German National Academy of Sciences Leopoldina and the International Brain Research Organization.  ...  While rare animal postures can be simulated using the virtual mouse, the fact that these postures occur still has to be determined by a human observer.  ... 
doi:10.1038/s41684-021-00794-z pmid:34117377 fatcat:ysjcpskllnc6tbzuobpua4oyvi

Introduction to embodied communication: why communication needs the body [chapter]

Ipke Wachsmuth, Manuela Lenzen, Günther Knoblich
2008 Embodied Communication in Humans and Machines  
Acknowledgements The editors would like to thank the Center for Interdisciplinary Research at Bielefeld University (ZiF) for hosting the research group on "Embodied Communication in Humans and Machines  ...  This chapter has appeared in Lenzen M, Wachsmuth I, and Knoblich G, eds. (2008). Embodied Communication in Humans and  ...  First attempts have been made to integrate these multimodal behaviors in computer-animated human models with sufficient articulation and motion generators to effect both gross and subtle movements with  ... 
doi:10.1093/acprof:oso/9780199231751.003.0001 fatcat:36z7m4cksja6fahhld446kkjcm

Virtual Humans in Serious Games

Nadia Magnenat-Thalmann, Zerrin Kasap
2009 2009 International Conference on CyberWorlds  
This paper gives an overview of serious games applications and mention about research on socially intelligent virtual characters and their use in serious games.  ...  Virtual humans are the inhabitants of the simulated worlds in these games and the challenge is not only to make them look like humans but also to make them behave as humans.  ...  Trainees learn by listening to and speaking in the foreign language by interacting with animated "socially intelligent virtual humans" that recognize trainees' speech, gestures and behavior.  ... 
doi:10.1109/cw.2009.17 dblp:conf/vw/Magnenat-ThalmannK09 fatcat:r7vldxujcbgfpoozvasyfxybzy
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