GI '96 Proceedings of the conference on Graphics interface '96
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Messages embedded in gaze of interface agents --- impression management with agent's gaze
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Kinematic Model of the Human Spine and Torso
IEEE Computer Graphics and Applications
AER: aesthetic exploration and refinement for expressive character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
AI Magazine - Special issue on achieving human-level AI through integrated systems and research
SmartBody: behavior realization for embodied conversational agents
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
A model of gaze for the purpose of emotional expression in virtual embodied agents
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Visual attention and eye gaze during multiparty conversations with distractions
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Nonverbal behavior generator for embodied conversational agents
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Emotional eye movement markup language for virtual agents
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Modeling gaze behavior for virtual demonstrators
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
An example-based motion synthesis technique for locomotion and object manipulation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Building a character animation system
MIG'11 Proceedings of the 4th international conference on Motion in Games
ACSC '11 Proceedings of the Thirty-Fourth Australasian Computer Science Conference - Volume 113
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Gaze is an extremely important aspect of human face to face interaction. Over the course of an interaction, a single individual's gaze can perform many different functions, such as regulating communication, expressing emotion, and attending to task performance. When gaze shifts occur, where they are directed, and how they are performed all provide critical information to an observer of the gaze shift. The goal of this work is to allow virtual humans to mimic the gaze capabilities of humans in face to face interaction. This paper introduces the SmartBody Gaze Controller (SBGC), a highly versatile framework for realizing various manners of gaze through a rich set of input parameters. Using these parameters, the SBCG controls aspects of movement such as velocity, postural bias, and the selection of joints committed to a particular gaze task. We provide a preliminary implementation that demonstrates how related work on the Expressive Gaze Model (EGM) can be used to inform management of these input parameters. The EGM is a model for manipulating the style of gaze shifts for the purpose of expressing emotion [11]. The SBGC is fully compatible with all aspects of the SmartBody system [23].