Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Metamouse: specifying graphical procedures by example
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
EAGER: programming repetitive tasks by example
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The role of emotion in believable agents
Communications of the ACM
Multi-level direction of autonomous creatures for real-time virtual environments
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Artificial life meets entertainment: lifelike autonomous agents
Communications of the ACM
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
GI '96 Proceedings of the conference on Graphics interface '96
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Pavlov: an interface builder for designing animated interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
curlybot: designing a new class of computational toys
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Designing Sociable Robots
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
On tangible user interfaces, humans and spatiality
Personal and Ubiquitous Computing
Example-based control of human motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast multi-level adaptation for interactive autonomous characters
ACM Transactions on Graphics (TOG)
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Spatial keyframing for performance-driven animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Solid texture synthesis from 2D exemplars
ACM SIGGRAPH 2007 papers
Learning policies for embodied virtual agents through demonstration
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Touch and toys: new techniques for interaction with a remote group of robots
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interactive Storyboard: Animated Story Creation on Touch Interfaces
AMT '09 Proceedings of the 5th International Conference on Active Media Technology
Showing robots how to follow people using a broomstick interface
Proceedings of the 5th ACM/IEEE international conference on Human-robot interaction
Communications of the ACM
Coaching to enhance the online behavior learning of a robotic agent
KES'10 Proceedings of the 14th international conference on Knowledge-based and intelligent information and engineering systems: Part I
RoboTable2: a novel programming environment using physical robots on a tabletop platform
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Style by demonstration: teaching interactive movement style to robots
Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
Style by demonstration for interactive robot motion
Proceedings of the Designing Interactive Systems Conference
Authoring rules for bodily interaction: from example clips to continuous motions
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Design and evaluation techniques for authoring interactive and stylistic behaviors
ACM Transactions on Interactive Intelligent Systems (TiiS)
User-centered programming by demonstration: stylistic elements of behavior
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
Triangle charades: a data-collection game for recognizing actions in motion trajectories
Proceedings of the 19th international conference on Intelligent User Interfaces
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Puppet Master is a system that enables designers to rapidly create interactive and autonomous animated character behaviors that react to a main character controlled by an end-user. The behavior is designed by demonstration, allowing non-technical artists to intuitively design the style, personality, and emotion of the character, traits which are very difficult to design using conventional programming. During training, designers demonstrate paired behavior between the main and reacting characters. During run time, the end user controls the main character and the system synthesizes the motion of the reacting character using the given training data. The algorithm is an extension of Image Analogies [HJO*01], modified to synthesize dynamic character behavior instead of an image. We introduce non-trivial extensions to the algorithm such as our selection of features, dynamic balancing between similarity metrics, and separate treatment of path trajectory and high-frequency motion texture. We implemented a prototype system using physical pucks tracked by a motion-capture system and conducted a user study demonstrating that novice users can easily and successfully design character personality and emotion using our system and that the resulting behaviors are meaningful and engaging.