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1,218
Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments
, 1995
"... There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with "directability". In this paper we discuss the problem of building autonomous animated creatures ..."
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Cited by 252 (13 self)
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for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to "direct" an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered
Artificial fishes: Physics, locomotion, perception, behavior
, 1994
"... physics-based modeling Abstract: This paper proposesa framework for animation that can achieve the intricacy of motion evident in certain natural ecosystems with minimal input from the animator. The realistic appearance, movement, and behavior of individual animals, as well as the patterns of behavi ..."
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Cited by 236 (17 self)
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of behavior evident in groups of animals fall within the scope of the framework. Our approach to emulating this level of natural complexity is to model each animal holistically as an autonomous agent situated in its physical world. To demonstrate the approach, we develop a physics-based, virtual marine world
Physically based motion transformation
- In Proceedings of ACM SIGGRAPH 99. Computer Graphics Proceedings
, 1999
"... We introduce a novel algorithm for transforming character anima-tion sequences that preserves essential physical properties of the motion. By using the spacetime constraints dynamics formulation our algorithm maintains realism of the original motion sequence without sacrificing full user control of ..."
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Cited by 203 (6 self)
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with the controllability of spacetime op-timization to create a wide range of realistic character animations. The spacetime dynamics formulation also allows editing of intu-itive, high-level motion concepts such as the time and placement of footprints, length and mass of various extremities, number of body joints
Dynamic Real-Time Deformations using Space Time Adaptive Sampling
, 2001
"... This paper presents a robust, adaptive method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. Our approach uses a novel automatic space and time adaptive level of detail technique, in combination with a largedisplacement (Green) strain tensor formulation ..."
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Cited by 226 (14 self)
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mass-spring and other adaptive approaches. In particular, damped elastic vibration modes are shown to be nearly unchanged for several levels of refinement. Results are presented in the context of a virtual reality system. The user interacts in real-time with the dynamic object through the control of a
Behavioral theories and the neurophysiology of reward,
- Annu. Rev. Psychol.
, 2006
"... ■ Abstract The functions of rewards are based primarily on their effects on behavior and are less directly governed by the physics and chemistry of input events as in sensory systems. Therefore, the investigation of neural mechanisms underlying reward functions requires behavioral theories that can ..."
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Cited by 187 (0 self)
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■ Abstract The functions of rewards are based primarily on their effects on behavior and are less directly governed by the physics and chemistry of input events as in sensory systems. Therefore, the investigation of neural mechanisms underlying reward functions requires behavioral theories
Affective Multimodal Control of Virtual Characters
- THE INTERNATIONAL JOURNAL OF VIRTUAL REALITY
, 2007
"... In this paper we report about the use of computer generated affect to control body and mind of cognitively modeled virtual characters. We use the computational model of affect ALMA that is able to simulate three different affect types in real-time. The computation of affect is based on a novel appro ..."
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Cited by 5 (0 self)
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In this paper we report about the use of computer generated affect to control body and mind of cognitively modeled virtual characters. We use the computational model of affect ALMA that is able to simulate three different affect types in real-time. The computation of affect is based on a novel
Autobiographic Knowledge for Believable Virtual Characters
"... Abstract. It has been widely acknowledged in the areas of human memory and cognition that behaviour and emotion are essentially grounded by autobiographic knowledge. In this paper we propose an overall framework of human autobiographic memory for modelling believable virtual characters in narrative ..."
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Cited by 7 (3 self)
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extensively modelled in the design of believable virtual characters (e.g. goal structure, emotion, attention, memory schema and reactive behaviour-based control at a lower level). Finally we list directions for future research at the end of the paper.
Animating Humans Dynamically Simulated Characters in Virtual Environments
"... Animated characters can play the role of teachers or guides, teammates or competitors, or just provide a source of interesting motion in virtual environments. Characters in a compelling virtual environment must have a variety of complex and interesting behaviors, and be responsive to the user’s acti ..."
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Animated characters can play the role of teachers or guides, teammates or competitors, or just provide a source of interesting motion in virtual environments. Characters in a compelling virtual environment must have a variety of complex and interesting behaviors, and be responsive to the user’s
Simulation Level of Detail for Multiagent Control
, 2002
"... Many classes of applications require multiagent navigation control algorithms to specify the movements and actions of heterogeneous groups containing thousands of characters. The scale and complexity of these interacting character groups require navigation control algorithms that are both generaliza ..."
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Cited by 20 (2 self)
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generalizable and specifically tuned to particular character platforms. We propose a technique called simulation level of detail (LOD) that provides a simulation-based interface between navigation control algorithms and the specific mobile characters on which they operate. A simulation LOD e#ciently models a
Mind Maps as Behavior Controllers for Virtual Characters
"... Abstract We propose a new mind map interface method for controlling virtual character's artificial intelligence and behavior in games. Commonly used techniques, such as scripting, require an extensive analysis and discrimination of all the possible behaviors that are triggered by the stimuli r ..."
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Abstract We propose a new mind map interface method for controlling virtual character's artificial intelligence and behavior in games. Commonly used techniques, such as scripting, require an extensive analysis and discrimination of all the possible behaviors that are triggered by the stimuli
Results 1 - 10
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1,218