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Titlebook: Life-Like Characters; Tools, Affective Fun Helmut Prendinger,Mitsuru Ishizuka Book 2004 Springer-Verlag Berlin Heidelberg 2004 Animation.De

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Representing and Parameterizing Agent Behaviors the numerous other uses for virtual agents, requires an examination of the features needed for your application. Often a balance must be struck between the control a user has over the virtual agents and the amount of intelligence or autonomy they possess. Likewise, representation level(s) must be d
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Toward a Unified Scripting Language: Lessons Learned from Developing CML and AMLs when there is a standardized way to map underlying engines with the visual presentation of the agents. This chapter delineates functions and specifications of two markup languages for scripting the animation of virtual characters. The first language is Character Markup Language (CML) which is an X
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APML, a Markup Language for Believable Behavior Generationhing the dialogue of the agent with non-verbal information. Our agent, Greta, is defined as two components: a Mind and a Body. Her mind reflects her personality, her social intelligence, as well as her emotional reaction to events occurring in the environment. Her body corresponds to her physical ap
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gUI: Specifying Complete User Interactionch and gestures in making Human—Virtual Human interfaces more effective. Miller [33] suggests that only 7% of a message is sent through words: the remainder is sent through facial expressions (55%) and vocal intonation (38%). Therefore in both analysis of human conversations and in the synthesis of
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A Behavior Language: Joint Action and Behavioral Idiomsracters (believable agents). Concurrent with our development of ABL, we are using the language to implement the believable agent layer of our interactive drama project, . With code examples and case studies we describe the primary features of ABL, including sequential and parallel behaviors, joint g
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BEAT: the Behavior Expression Animation Toolkitobtain as output appropriate and synchronized non-verbal behaviors and synthesized speech in a form that can be sent to a number of different animation systems. The non-verbal behaviors are assigned on the basis of actual linguistic and contextual analysis of the typed text, relying on rules derived
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