Creating a complex virtual environment with human inhabitants that behave as we would expect real humans to behave is a difficult and time consuming task. Time must be spent to construct the environment, to create hum...
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Creating a complex virtual environment with human inhabitants that behave as we would expect real humans to behave is a difficult and time consuming task. Time must be spent to construct the environment, to create human figures, to create animations for the agents' actions, and to create controls for the agents' behaviors, such as scripts, plans, and decision-makers. Often work done for one virtual environment must be completely replicated for another. The creation of robust, procedural actions that can be ported from one simulation to another would ease the creation of new virtual environments. As walking is useful in many different virtual environments, the creation of natural looking walking is important. In this paper we present a system for producing more natural looking walking by incorporating actions for the upper body. We aim to provide a tool that authors of virtual environments can use to add realism to their characters without effort.
The MediSim system extends virtual environments (both local and network) to represent simulated medical personnel interacting with simulated casualties. Our technology fosters dual-use applications involving planning,...
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We analyzed Neal Stephenson's novel «Snow Crash» for all references to avatars. This analysis is documented in this paper, including a comparison of the Snow Crash avatars to the current state of real-ti...
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The MediSim system extends virtual environment technology to allow medical personnel to interact with and train on simulated casualties. The casualty model employs a three-dimensional animated human body that displays...
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We analyzed Neal Stephenson's novel "Snow Crash" for all references to avatars. This analysis is documented in this paper, including a comparison of the Snow Crash avatars to the current state of real-ti...
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We analyzed Neal Stephenson's novel "Snow Crash" for all references to avatars. This analysis is documented in this paper, including a comparison of the Snow Crash avatars to the current state of real-time virtual human research. The avatar characteristics discussed include appearance, clothing and attachments, ethnicity, locomotion, body actions, forms of communication, emotion and personality.
Computer synthesized characters are expected to make appropriate face, limb, and body gestures during communicative acts. We focus on non-facial movements and try to elucidate what is intended with the notions of &quo...
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Computer synthesized characters are expected to make appropriate face, limb, and body gestures during communicative acts. We focus on non-facial movements and try to elucidate what is intended with the notions of "gesture" and "naturalness". We argue that looking only at the psychological notion of gesture and gesture type is insufficient to capture movement qualities needed by an animated character. Movement observation science, specifically Laban Movement Analysis and its Effort and Shape components with motion phrasing provide essential gesture components (I. Bartenieff and D. Lewis, 1980). We assert that the expression of movement qualities from the Effort dimensions are needed to make a gesture naturally crystallize out of abstract movements. Finally, we point out that nonfacial gestures must involve the rest of the body to appear natural and convincing. A system called EMOTE has been implemented which applies parameterized Effort and Shape qualities to movements and thereby forms improved synthetic gestures.
A methodology for controlling fluid animations is developed using the concept of an embedded controller. A controller acts as an interface between the animator and a general tool for calculating three dimensional flui...
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ISBN:
(纸本)9780818678257
A methodology for controlling fluid animations is developed using the concept of an embedded controller. A controller acts as an interface between the animator and a general tool for calculating three dimensional fluid flow. The major contribution of this paper is that for the first time, it is possible for computer graphics animators, to specify and control a three dimensional fluid animation, without knowledge of the underlying equations or the method used to solve them. In addition the technique is stable, physically accurate, and can be integrated with other animation tools that deal with dynamic objects. To illustrate the method, animations of moving objects fountains, and explosions, together with the straightforward control functions that are used to create them, are presented.
We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a varie...
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We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a variety of locomotion techniques. The path through the terrain is incrementally computed by a behavioral reasoning system configuring a behavioral feedback network. A number of sensors acquire information on object range, passageways, obstacles, terrain type, exposure to hostile agents, and so on. The behavioral reasoner weighs this information along with collision avoidance, cost, danger minimization, locomotion types, and other behaviors available to the agent and incrementally attempts to reach a goal location. Since the system is reactive, it can respond to moving obstacles, changing terrain, or unexpected events due to hostile agents or the effects of limited perception. A motor-level component provides general locomotion, including curved path walking and running that work in real-time with human figures.< >
We examine the use of decision networks in animating virtual agents. We have developed a system that allows the realization of multiple, parallel behaviors for an agent. The networks we utilize, called PaT-Nets, are u...
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We examine the use of decision networks in animating virtual agents. We have developed a system that allows the realization of multiple, parallel behaviors for an agent. The networks we utilize, called PaT-Nets, are used both to represent individual behaviors and also to encode rules of engagement between agents. The multiple networks simultaneously attached to an individual agent are used to control locomotion, planning, visual attention and decision-making strategy. We discuss how human players may be substituted for autonomous players and still operate under the represented behaviors in the PaT-Nets.
Automatically animating virtual humans with actions that reflect real human motions is still a challenge. We present a framework for animation that is based on utilizing empirical and validated data from movement obse...
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Automatically animating virtual humans with actions that reflect real human motions is still a challenge. We present a framework for animation that is based on utilizing empirical and validated data from movement observation and cognitive psychology. To illustrate these, we demonstrate a mapping from effort motion factors onto expressive arm movements, and from cognitive data to autonomous attention behaviors. We conclude with a discussion on the implications of this approach for the future of real time virtual human animation.
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