Representing and Parameterizing Agent Behaviors

  • Authors:
  • Norman Badler;Jan Allbeck;Liwei Zhao;Meeran Byun

  • Affiliations:
  • -;-;-;-

  • Venue:
  • CA '02 Proceedings of the Computer Animation
  • Year:
  • 2002

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Abstract

The last few years have seen great maturation in understanding how to use computer graphics technology to portray 3D embodied characters or virtual humans. Unlike theoff-line, animator-intensive methods used in the special effects industry, real-time embodied agents are expected to ex-ist and interact with us "live." They can be represent other people or function as autonomous helpers, teammates, or tutors enabling novel interactive educational and training applications. We should be able to interact and communicatewith them through modalities we already use, such as language, facial expressions, and gesture. Various aspects and issues in real-time virtual humans will be discussed, including consistent parameterizations for gesture and facial actions using movement observation principles, and the representational basis for character believability, personality, and affect. We also describe a Parameterized Action Representation (PAR) that allows an agent to act, plan, and reason about its actions or actions of others. Besides embodying the semantics of human action, the PAR is designed for building future behaviors into autonomous agents andcontrolling the animation parameters that portray personality, mood, and affect in an embodied agent.