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
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
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
The ALIVE system: full-body interaction with autonomous agents
CA '95 Proceedings of the Computer Animation
An application of shared virtual reality to situational training
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Teleo-reactive programs for agent control
Journal of Artificial Intelligence Research
Implementation and evaluation of "just follow me": an immersive, VR-based, motion-training system
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Artificial intelligence today
HUMANS: a HUman Models based Artificial eNvironments software platform
Proceedings of the Virtual Reality International Conference: Laval Virtual
Hi-index | 0.00 |
VRaptor, a VR system for situational training that uses trainer-defined scenarios is described. The trainee is represented by an avatar; the rest of the virtual world is populated by virtual actors, which are under the control of trainer-defined scripts. The scripts allow reactive behaviors, but the trainer can control the overall scenario. This type of training system may be very useful in supplementing physical training.