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
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Analysis and Synthesis of Facial Image Sequences Using Physical and Anatomical Models
IEEE Transactions on Pattern Analysis and Machine Intelligence
A layered brain architecture for synthetic creatures
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 2
A perception and selective attention system for synthetic creatures
SG'03 Proceedings of the 3rd international conference on Smart graphics
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
Hi-index | 0.00 |
This paper describes the architecture of the ANIMUS framework. This framework facilitates the creation of synthetic characters that convey the illusion of being alive. The components of ANIMUS are inspired by observations made in biological organisms, and provide means for creating autonomous agents that mimic awareness of their environment, of other agents, and of human audience. They also show particular roles, personality, and emotions, active and reactive behavior, automatic reflexes, and selective attention; use temporal memory and learning capabilities to evolve in their dynamic virtual worlds, and express their thought and emotions with a flexible animation system while they interact with the user in immersive 3D environments. ANIMUS creatures follow artistic conceptual designs and constraints that determine the way they behave, react and interact with other creatures and the user, allowing the designer to create meaningful and interesting characters. The framework can be applied to complex immersive environments like CAVE systems or other interactive applications like video games and advanced man-machine interfaces, providing high level tools for creating a new generation of responsive believable agents.