Believability through context using "knowledge in the world" to create intelligent characters
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Virtual Human Animation Based on Movement Observation and Cognitive Behavior Models
CA '99 Proceedings of the Computer Animation
An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
The Visual Computer: International Journal of Computer Graphics - Special section on implicit surfaces
Animating reactive motion using momentum-based inverse kinematics: Motion Capture and Retrieval
Computer Animation and Virtual Worlds - CASA 2005
Autonomous virtual agents learning a cognitive model and evolving
Lecture Notes in Computer Science
Emotional face expression profiles supported by virtual human ontology: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Simulating reactive motions for motion capture animation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Simulation of individual spontaneous reactive behavior
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
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Virtual Humans creation aims to provide virtual characters with realistic behavior, which implies endowing them with autonomy in an inhabited virtual environment. Autonomous behavior consists in interacting with users or the environment and reacting to stimulus or events. Reactions are unconscious behaviors which are not often implemented in virtual humans. Frequently, virtual humans show repetitive and robotic movements which tend to decrease realism.To improve believability in virtual humans we need to provide individuality. Individualization is achieved by using human characteristics like personality, gender, emotions, etc. In this paper, we propose to use those individual descriptors to synthesize different kinds of reactions. We aim that individualized virtual humans react in a different way to the same stimuli. This approach is achieved by observing real people reacting. Thanks to those observations, we stereotyped reactive movements that can be described by individual characteristics. We use inverse kinematics techniques to synthesize the movements. This allows us to change reaction movements according to the characteristics of the stimuli and to the individuality of a character.