The society of mind
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Action-selection in hamsterdam: lessons from ethology
SAB94 Proceedings of the third international conference on Simulation of adaptive behavior : from animals to animats 3: from animals to animats 3
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Affective computing
The computational beauty of nature
The computational beauty of nature
Artificial Life: An Overview
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Computer Animation, Second Edition: Algorithms and Techniques
Computer Animation, Second Edition: Algorithms and Techniques
Let's run for it!: conspecific emotional flocking triggered via virtual pheromones
SG'03 Proceedings of the 3rd international conference on Smart graphics
Modeling emotions and other motivations in synthetic agents
AAAI'97/IAAI'97 Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence
Lessons from research on interaction with virtual environments
Journal of Network and Computer Applications
Showing emotions through movement and symmetry
Computers in Human Behavior
Minimalist approach to show emotions via a flock of smileys
Journal of Network and Computer Applications
Flocking techniques to naturally support navigation in large and open virtual worlds
Engineering Applications of Artificial Intelligence
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
International Journal of Human-Computer Studies
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Virtual environments are often static and empty of life. One way of combating this problem is by populating the environment with autonomous agents that behave in a life-like manner. This paper discusses the incorporation of animals into such environments and the definition of appropriate behaviours that enrich the experience. Reynolds' flocking algorithm is extended to incorporate the effects of emotions, in this case fear. Deer are used as an example of flocking mammals and an autonomous agent architecture with an action selection mechanism incorporating the effects of emotion is linked to the extended flocking rules. Olfaction is used to transmit emotion between animals, through pheromones modelled as particles in a free expansion gas. Two experiments are reported that provide some insight into the impact of the various behaviours. The combination of reaction and naturalistic behaviours are concluded to be important in enhancing the virtual environment.