C4.5: programs for machine learning
C4.5: programs for machine learning
Data mining: practical machine learning tools and techniques with Java implementations
Data mining: practical machine learning tools and techniques with Java implementations
The EMOTE model for effort and shape
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Integrating models of personality and emotions into lifelike characters
Affective interactions
A step toward irrationality: using emotion to change belief
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Generic personality and emotion simulation for conversational agents: Research Articles
Computer Animation and Virtual Worlds
Animating reactive motion using momentum-based inverse kinematics: Motion Capture and Retrieval
Computer Animation and Virtual Worlds - CASA 2005
Multimodal expressive embodied conversational agents
Proceedings of the 13th annual ACM international conference on Multimedia
Interactive motion deformation with prioritized constraints
Graphical Models - Special issue on SCA 2004
Individualized reaction movements for virtual humans
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Personality and Emotion-Based High-Level Control of Affective Story Characters
IEEE Transactions on Visualization and Computer Graphics
Simulating reactive motions for motion capture animation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Mental vision: a computer graphics teaching platform
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
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The context of this work is the search for realism and believability of Virtual Humans. Our contribution to achieve this goal is to enable Virtual Humans (VH) to react to spontaneous events in virtual environments (VE). In order to reflect the individuality of each VH, these reactions have to be expressive and unique. In this paper we present firstly a model of reaction based on personality traits. The model was defined using statistical analysis of real people reacting to unexpected events. We also consider that the emotional state is involved in the modulation of reactions, thus we integrate a model of emotion update. Secondly, we present a semantic-based methodology to compose reactive animation sequences using inverse kinematics (IK) and key frame (KF) interpolation animation techniques. Finally, we present an application that demonstrates how Virtual Humans can produce different movements as reaction to unexpected stimuli, depending on their personality traits and emotional state.