Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
VRML '00 Proceedings of the fifth symposium on Virtual reality modeling language (Web3D-VRML)
Maintaining knowledge about temporal intervals
Communications of the ACM
Interval Relations in Lexical Semantics of Verbs
Artificial Intelligence Review
Visual semantics and ontology of eventive verbs
IJCNLP'04 Proceedings of the First international joint conference on Natural Language Processing
VigNet: grounding language in graphics using frame semantics
RELMS '11 Proceedings of the ACL 2011 Workshop on Relational Models of Semantics
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Simulation motion of Virtual Reality (VR) objects and humans has experienced important developments in the last decade. However, realistic virtual human animation generation remains a major challenge, even if applications are numerous, from VR games to medical training. This paper proposes different methods for animating virtual humans, including blending simultaneous animations of various temporal relations with multiple animation channels, minimal visemes for lip synchronisation, and space sites of virtual human and 3D object models for object grasping and manipulation. We present our work in our natural language visualisation (animation) system, CONFUCIUS, and describe how the proposed approaches are employed in CONFUCIUS' animation engine.