GI '96 Proceedings of the conference on Graphics interface '96
Personality-rich believable agents that use language
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Toward the holodeck: integrating graphics, sound, character and story
Proceedings of the fifth international conference on Autonomous agents
FLAME—Fuzzy Logic Adaptive Model of Emotions
Autonomous Agents and Multi-Agent Systems
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
Toward a New Generation of Virtual Humans for Interactive Experiences
IEEE Intelligent Systems
Fearnot!: an experiment in emergent narrative
Lecture Notes in Computer Science
An exploration of delsarte’s structural acting system
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Exploring body language as narrative interface
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
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Believable characters constitute an important component of interactive stories. It is, therefore, not surprising to see much research focusing on developing algorithms that enhance character believability within interactive experiences, such as games, interactive narrative, and training environments. These efforts target a variety of problems, including portraying and synchronizing gestures with speech, developing animation tools that allow artists to manipulate and blend motions, or embed emotions within virtual character models. There has been very little research, however, devoted to the study of non-verbal behaviors, specifically mannerisms, patterns of movement including postures, gaze, and timing, and how they vary as a function of character attributes. This paper presents a work in progress of a study conducted to (1) identify key character characteristics recognized by animators using an acting model, and (2) formalize non-verbal behaviors patterns that animators use to express these character characteristics.