Legged robots that balance
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
NPSNET: a multi-player 3D virtual environment over the Internet
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Behavioral control for real-time simulated human agents
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporal notions of synchronization and consistency in Beehive
Proceedings of the ninth annual ACM symposium on Parallel algorithms and architectures
Peloton: A VRML-based bicycling simulator
ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
Virtual Human Representation and Communication in VLNet
IEEE Computer Graphics and Applications
Synthetic Motion Capture for Interactive Virtual Worlds
CA '98 Proceedings of the Computer Animation
Timewarp rigid body simulation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
HPTS: a behaviour modelling language for autonomous agents
Proceedings of the fifth international conference on Autonomous agents
Simulation level of detail for multiagent control
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Integrating Dynamic Full-Body Motion Devices in Interactive 3D Entertainment
IEEE Computer Graphics and Applications
Hybrid System Models of Navigation Strategies for Games and Animations
HSCC '02 Proceedings of the 5th International Workshop on Hybrid Systems: Computation and Control
A Framework for Reasoning about Animation Systems
IVA '01 Proceedings of the Third International Workshop on Intelligent Virtual Agents
SimHuman: A Platform for Real-Time Virtual Agents with Planning Capabilities
IVA '01 Proceedings of the Third International Workshop on Intelligent Virtual Agents
Learning by experience - autonomous virtual character behavioural animation
Intelligent agents for mobile and virtual media
Force-based velocity control technique in immersive V.E.
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
A Tool for Constructing 3D Environments with Virtual Agents
Multimedia Tools and Applications
Adapting motion capture data using weighted real-time inverse kinematics
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Multi Level Control of Cognitive Characters in Virtual Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Visualizing the motion of a unicycle on a sphere
International Journal of Modelling and Simulation
An effective trajectory generation method for bipedal walking
Robotics and Autonomous Systems
Visibility transition planning for dynamic camera control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Animating behavior of virtual agents: the virtual park
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
A new architecture for simulating the behavior of virtual agents
ICCS'03 Proceedings of the 1st international conference on Computational science: PartI
My second bike: a TV-enabled social and interactive riding experience
CCNC'10 Proceedings of the 7th IEEE conference on Consumer communications and networking conference
A development and evaluation of reactive motion capture system with haptic feedback
FGR' 04 Proceedings of the Sixth IEEE international conference on Automatic face and gesture recognition
Questioning naturalism in 3D user interfaces
Communications of the ACM
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Animated characters can play the role of teachers or guides, teammates or competitors, or just provide a source of interesting motion in virtual environments. The characters in a compelling virtual environment must have a wide variety of complex and interesting behaviors and must be responsive to the user's actions. The difficulty of constructing such synthetic characters currently hinders the development of these environments, particularly when realism is required. We present one approach to populating virtual environments, using dynamic simulation to generate characters' motion. We explore the effectiveness of this approach with two virtual environments: the Border Collie Environment, in which the user acts as a border collie to herd robots into a corral, and the Olympic Bicycle Race Environment, in which the user participates in a bicycle race with synthetic competitors.