The EMOTE model for effort and shape
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Fuzzy System Design Principles
Fuzzy System Design Principles
A multilayer personality model
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FLAME—Fuzzy Logic Adaptive Model of Emotions
Autonomous Agents and Multi-Agent Systems
Generation of Facial Expressions from Emotion Using a Fuzzy Rule Based System
AI '01 Proceedings of the 14th Australian Joint Conference on Artificial Intelligence: Advances in Artificial Intelligence
Interactive Storytelling: Techniques for 21st Century Fiction
Interactive Storytelling: Techniques for 21st Century Fiction
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Personality and Emotion-Based High-Level Control of Affective Story Characters
IEEE Transactions on Visualization and Computer Graphics
Modeling emotions and other motivations in synthetic agents
AAAI'97/IAAI'97 Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence
Personality and Emotion-Based High-Level Control of Affective Story Characters
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2007 emerging technologies
Definition of a layered avatar behavior script language for creating and reusing scenario scripts
Multimedia Tools and Applications
Effects of avatar's blinking animation on person impressions
GI '08 Proceedings of graphics interface 2008
Video agent: interactive autonomous agents generated from real-world creatures
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Generating Believable Personality-Rich Story Characters Using Body Languages
Proceedings of the 2006 conference on Advances in Intelligent IT: Active Media Technology 2006
Intelligent virtual humans with autonomy and personality: State-of-the-art
Intelligent Decision Technologies
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Human emotional behavior and personality are essential elements in the recognition of a believable synthetic character. This paper examines the connections between human personality, emotion, and behavior used in an interactive storytelling system. We adopt the Abridged Big Five Circumplex Model (AB5C) of personality from psychology study as a basis for a computational model. We construct a hierarchical fuzzy rule-based system to facilitate the personality and emotion control of a dynamic story character. The system takes advantage of the relevant knowledge described by psychologists and researchers of storytelling, non-verbal communication, and human movement. Our ultimate goal is to facilitate the high-level control of a synthetic character. Personality and emotional states are mapped onto the body's movements, which give storytelling players/designers an effective way to control synthetic characters through high-level personality and emotion controlling mechanisms.