When robots weep: emotional memories and decision-making
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Adaptive resonance theory (ART)
The handbook of brain theory and neural networks
Integrating models of personality and emotions into lifelike characters
Affective interactions
A layered brain architecture for synthetic creatures
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 2
An Oz-centric review of interactive drama and believable agents
Artificial intelligence today
The ANIMUS project: a framework for the creation of interactive creatures in immersed environments
Proceedings of the ACM symposium on Virtual reality software and technology
Using music to interact with a virtual character
NIME '05 Proceedings of the 2005 conference on New interfaces for musical expression
Visualizing emotion in musical performance using a virtual character
SG'05 Proceedings of the 5th international conference on Smart Graphics
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This paper describes the selective attention and perception system designed for the synthetic creatures of the ANIMUS[1] project. This system allows agents to evaluate objects, other characters, properties, and events happening in their virtual environment. Perceived data is prioritized to direct the attention of the character toward salient stimuli, providing means for action-reaction and conditioned learning, automatic triggering of reflexive responses to certain stimuli, and further optimization of the cognitive processes by creating a more natural and realistic interface. The system can be customized to fit the artistic and conceptual constraints of each character, facilitating the creation of synthetic creatures with complex behavior and personality.