For many application areas, where a task is most naturally represented by talking or where standard input devices are difficult to use or not available at all, virtual characters can be well suited as an intuitive man-machine-interface due to their inherent ability to simulate verbal as well as nonverbal communicative behavior. This type of interface is made possible with the help of multimodal dialog systems, which extend common speech dialog sys-tems with additional modalities just like in human-human interaction. Multimodal dialog systems consist at least of an auditive and graphical component, and communication is based on speech and nonverbal communication alike. However, employing virtual characters as personal and believable dialog p...
This chapter provides an overview of a current research project investigatingthe Uncanny Valley phen...
Interaction in graphical systems is becoming more and more multimodal. Use of the conventional mode ...
Abstract. Until recently virtual applications rarely incorporated any deep social, cultural or emoti...
For many application areas, where a task is most naturally represented by talking or where standard ...
Virtual characters offer a great potential as intuitive man-machine interface, because they allow si...
The making of virtual human character to be realistic and credible in real time automated dialog ani...
In this paper, we present our approach to modelling perceptive 3D virtual characters with emotion an...
As computing becomes ever more pervasive in everyday life, new interface metaphors are urgently requ...
In order to be believable, virtual human characters must be able to communicate in a human-like fash...
Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communica...
In this paper we describe an X3D-based framework for simplifying the integration of virtual characte...
Virtual characters are an important part of many 3D graphical simulations. In entertainment or train...
Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday commu-nic...
It is envisioned that autonomous software agents that can communicate using speech and gesture will ...
This paper sketches an overview of the problems related to the analysis and synthesis of face to vir...
This chapter provides an overview of a current research project investigatingthe Uncanny Valley phen...
Interaction in graphical systems is becoming more and more multimodal. Use of the conventional mode ...
Abstract. Until recently virtual applications rarely incorporated any deep social, cultural or emoti...
For many application areas, where a task is most naturally represented by talking or where standard ...
Virtual characters offer a great potential as intuitive man-machine interface, because they allow si...
The making of virtual human character to be realistic and credible in real time automated dialog ani...
In this paper, we present our approach to modelling perceptive 3D virtual characters with emotion an...
As computing becomes ever more pervasive in everyday life, new interface metaphors are urgently requ...
In order to be believable, virtual human characters must be able to communicate in a human-like fash...
Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communica...
In this paper we describe an X3D-based framework for simplifying the integration of virtual characte...
Virtual characters are an important part of many 3D graphical simulations. In entertainment or train...
Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday commu-nic...
It is envisioned that autonomous software agents that can communicate using speech and gesture will ...
This paper sketches an overview of the problems related to the analysis and synthesis of face to vir...
This chapter provides an overview of a current research project investigatingthe Uncanny Valley phen...
Interaction in graphical systems is becoming more and more multimodal. Use of the conventional mode ...
Abstract. Until recently virtual applications rarely incorporated any deep social, cultural or emoti...