Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
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
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Real-time decision making in multimodal face-to-face communication
AGENTS '98 Proceedings of the second international conference on Autonomous agents
BodyChat: autonomous communicative behaviors in avatars
AGENTS '98 Proceedings of the second international conference on Autonomous agents
Where to look? Automating attending behaviors of virtual human characters
Proceedings of the third annual conference on Autonomous Agents
Embodiment in conversational interfaces: Rea
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
The impact of eye gaze on communication using humanoid avatars
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
BEAT: the Behavior Expression Animation Toolkit
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Lessons learned: building and deploying shared virtual environments
The social life of avatars
Comparing constraint-based motion editing methods
Graphical Models
A Model of Nonverbal Communication and Interpersonal Relationship Between Virtual Actors
CA '96 Proceedings of the Computer Animation
A cognitive map-driven avatar design recommendation DSS and its empirical validity
Decision Support Systems
Social Perception and Steering for Online Avatars
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Animating Idle Gaze in Public Places
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
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The increasing use of animated characters and avatars in computer games and 3D online worlds requires increasingly complex behaviour with increasingly simple and easy to use control systems. This paper presents a system for user-controlled actions that aims at simplicity and ease of use while being enhanced by modern animation techniques to produce rich and complex behaviour. We use inverse kinematics based motion adaptation to make pre-existing pieces of motion apply to new targets. The expressiveness of the character is enhanced by adding autonomous behaviour, in this case eye gaze behaviour. This behaviour is generated autonomously but is still influenced by the actions that the user is requesting the character to perform. The actions themselves are simple for a designer with no programming experience to design and for an end user to customise. They are also very simple to invoke.