This paper describes a behavioral model for affective social agents based on three independent but interacting parameter spaces: knowledge, personality, andmood. These spaces control a lower-level geometry space that provides parameters at the facial feature level. Personality and mood use findings in behavioral psychology to relate the perception of personality types and emotional states to the facial actions and expressions through two-dimensional models for personality and emotion. Knowledge encapsulates the tasks to be performed and the decision-making process using a specially designed XML-based language. While the geometry space provides an MPEG-4 compatible set of parameters for low-level control, the behavioral extensions available ...
Badler defined virtual humanoid characters as computer models of humans that can be used in several ...
In this paper, we describe a modular multi-dimensional parameter space for real-time face game-based...
AbstractAs humans we perceive other humans as individually different based – amongst other things – ...
:This paper describes a behavioral model for affective social agents based on three independent but ...
This paper describes a behavioral model for affective social agents based on three independent but i...
This paper describes a behavioural model for affective social agents based on three independent but ...
Our research combines two diverse strands of work in AI and cognitive science. We start from the pri...
Interactive Face Animation - Comprehensive Environment (iFACE) is a general purpose software framewo...
Building intelligent agents that can believably interact with humans is a difficult yet important ta...
Our research combines two diverse strands of work in AI and cognitive science. We start from the pri...
We introduce an action selection framework for the advanced behavioural animation of virtual creatur...
AbstractIn this paper I present our current work toward endowing virtual agents with socio-emotional...
Designing the personality of robots is an emerging research trend in the field of Social Robotics. T...
This paper describes the results of a research project aimed at implementing a 'realistic' 3D Embodi...
The last few years have seen great maturation in understanding how to use computer graphics technolo...
Badler defined virtual humanoid characters as computer models of humans that can be used in several ...
In this paper, we describe a modular multi-dimensional parameter space for real-time face game-based...
AbstractAs humans we perceive other humans as individually different based – amongst other things – ...
:This paper describes a behavioral model for affective social agents based on three independent but ...
This paper describes a behavioral model for affective social agents based on three independent but i...
This paper describes a behavioural model for affective social agents based on three independent but ...
Our research combines two diverse strands of work in AI and cognitive science. We start from the pri...
Interactive Face Animation - Comprehensive Environment (iFACE) is a general purpose software framewo...
Building intelligent agents that can believably interact with humans is a difficult yet important ta...
Our research combines two diverse strands of work in AI and cognitive science. We start from the pri...
We introduce an action selection framework for the advanced behavioural animation of virtual creatur...
AbstractIn this paper I present our current work toward endowing virtual agents with socio-emotional...
Designing the personality of robots is an emerging research trend in the field of Social Robotics. T...
This paper describes the results of a research project aimed at implementing a 'realistic' 3D Embodi...
The last few years have seen great maturation in understanding how to use computer graphics technolo...
Badler defined virtual humanoid characters as computer models of humans that can be used in several ...
In this paper, we describe a modular multi-dimensional parameter space for real-time face game-based...
AbstractAs humans we perceive other humans as individually different based – amongst other things – ...