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This volume presents novel computational models for representing
digital humans and their interactions with other virtual characters
and meaningful environments. In this context, we describe efficient
algorithms to animate, control, and author human-like agents having
their own set of unique capabilities, personalities, and desires.
We begin with the lowest level of footstep determination to steer
agents in collision-free paths. Steering choices are controlled by
navigation in complex environments, including multi-domain planning
with dynamically changing situations. Virtual agents are given
perceptual capabilities analogous to those of real people,
including sound perception, multi-sense attention, and
understanding of environment semantics which affect their behavior
choices. The roles and impacts of individual attributes, such as
memory and personality are explored. The animation challenges of
integrating a number of simultaneous behavior and movement demands
on an agent are addressed through an open source software system.
Finally, the creation of stories and narratives with groups of
agents subject to planning and environmental constraints culminates
the presentation.
This book constitutes the proceedings of the 4th International
Workshop on Motion in Games, held in Edinburgh, UK, in November
2011. The 30 revised full papers presented together with 8 revised
poster papers in this volume were carefully reviewed and selected
from numerous submissions. The papers are organized in topical
sections on character animation, motion synthesis, physically-based
character motion, behavior animation, animation systems, crowd
simulation, as well as path planning and navigation.
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Intelligent Virtual Agents - 10th International Conference, IVA 2010, Philadelphia, PA, USA. Proceedings (Paperback, Edition.)
Jan Allbeck, Norman Badler, Timothy Bickmore, Catherine Pelachaud, Alla Safonova
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Discovery Miles 16 230
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Ships in 10 - 15 working days
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th Welcome to the proceedings of the 10 International Conference on
Intelligent Virtual Agents (IVA), held 20-22 September, 2010 in
Philadelphia, Pennsylvania, USA. Intelligent Virtual Agents are
interactive characters that exhibit human-like qualities and
communicate with humans or with each other using natural human
modalities such as behavior, gesture, and speech. IVAs are capable
of real-time perception, cognition, and action that allow them to
participate in a dynamic physical and social environment. IVA 2010
is an interdisciplinary annual conference and the main forum for
prese- ing research on modeling, developing, and evaluating
Intelligent Virtual Agents with a focus on communicative abilities
and social behavior. The development of IVAs - quires expertise in
multimodal interaction and several AI fields such as cognitive
modeling, planning, vision, and natural language processing.
Computational models are typically based on experimental studies
and theories of human-human and hum- robot interaction; conversely,
IVA technology may provide interesting lessons for these fields.
Visualizations of IVAs require computer graphics and animation te-
niques, and in turn supply significant realism problem domains for
these fields. The realization of engaging IVAs is a challenging
task, so reusable modules and tools are of great value. The fields
of application range from robot assistants, social simulation, and
tutoring to games and artistic exploration. The enormous challenges
and diversity of possible applications of IVAs have - sulted in an
established annual conference.
There are many applications of computer animation and simulation
where it is necessary to model virtual crowds of autonomous agents.
Some of these applications include site planning, education,
entertainment, training, and human factors analysis for building
evacuation. Other applications include simulations of scenarios
where masses of people gather, flow, and disperse, such as
transportation centers, sporting events, and concerts. Most crowd
simulations include only basic locomotive behaviors possibly
coupled with a few stochastic actions. Our goal in this survey is
to establish a baseline of techniques and requirements for
simulating large-scale virtual human populations. Sometimes, these
populations might be mutually engaged in a common activity such as
evacuation from a building or area; other times they may be going
about their individual and personal agenda of work, play, leisure,
travel, or spectator. Computational methods to model one set of
requirements may not mesh well with good approaches to another. By
including both crowd and individual goals and constraints into a
comprehensive computational model, we expect to simulate the visual
texture and contextual behaviors of groups of seemingly sentient
beings. Table of Contents: Introduction / Crowd Simulation
Methodology Survey / Individual Differences in Crowds / Framework
(HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding
with Communication and Roles / CAROSA: Functional Crowds /
Initializing a Scenario / Evaluating Crowds
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