Recursive interfaces for reactive objects
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
BEAT: the Behavior Expression Animation Toolkit
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
The ALIVE system: full-body interaction with autonomous agents
CA '95 Proceedings of the Computer Animation
The metanovel: writing stories by computer.
The metanovel: writing stories by computer.
Synthesizing multimodal utterances for conversational agents: Research Articles
Computer Animation and Virtual Worlds
Key action technique for digital storytelling
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Narrative entertainment system with tabletop interface
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
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We propose the massive action control system (MACS) for interactive narrative entertainment. MACS determines the action priorities for characters based in part on their own internal states, such as the motivation behind the action, feeling, and personality. MACS selects a behavior control module, called an episode tree, of about 1000 events, which is divided into action types based on these internal states and external situations. We demonstrate the effectiveness of the system with the Spilant World interactive animation contents at the National Museum of Emerging Science and Innovation in Japan, and NAMCO amusement park.