Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Temporal ontology and temporal reference
Computational Linguistics - Special issue on tense and aspect
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Animation control for real-time virtual humans
Communications of the ACM
Dynamically altering agent behaviors using natural language instructions
AGENTS '00 Proceedings of the fourth international conference on Autonomous agents
The EMOTE model for effort and shape
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Parameterized action representation for virtual human agents
Embodied conversational agents
Toward the holodeck: integrating graphics, sound, character and story
Proceedings of the fifth international conference on Autonomous agents
An underlying model for defeat mechanisms
Proceedings of the 32nd conference on Winter simulation
Face Detection and Gesture Recognition for Human-Computer Interaction
Face Detection and Gesture Recognition for Human-Computer Interaction
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Class-Based Construction of a Verb Lexicon
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Building parameterized action representations from observation
Building parameterized action representations from observation
Synthesis and acquisition of laban movement analysis qualitative parameters for communicative gestures
Human expressions interaction between avatar and virtual world
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartI
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In virtual environments, the control of numerous entities in multiple dimensions can be difficult and tedious. In this paper, we present a system for synthesizing and recognizing aggregate movements in a virtual environment with a high-level (natural language) interface. The principal components include: an interactive interface for aggregate control based on a collection of parameters extending an existing movement quality model, a feature analysis of aggregate motion verbs, recognizers to detect occurrences of features in a collection of simulated entities, and a clustering algorithm that determines subgroups. Results based on simulations and a sample instruction application are shown.