By Helmut Prendinger, Mitsuru Ishizuka
For the 1st time, a accomplished choice of the most recent advancements in scripting and illustration languages for life-like characters. The textual content introduces toolkits for authoring lively characters which extra helps the practicality and simplicity of use of this new interface expertise. As life-like characters is a colourful study sector, quite a few functions were designed and carried out. The textual content covers the so much profitable and promising purposes, starting from product presentation and pupil education to wisdom integration and interactive gaming. It additionally discusses the foremost demanding situations within the quarter and offers layout directions for utilising life-like characters.
Read or Download Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies) PDF
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Extra info for Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
OCEAN model of personality High Score Traits Openness Creative, Curious, Complex Conscientiousness Reliable, Well-organized, Self-disciplined, Careful Extraversion Sociable, Friendly, Fun-loving Agreeableness Good natured, Sympathetic, Forgiving, Courteous Neuroticism Nervous, Insecure, Worrying Low Score Traits Conventional, Uncreative Disorganized, Undependable Introverted, Reserved, Quiet Critical, Rude, Harsh, Callous Calm, Relaxed, Secure Table 4 shows part of the PAR representation for agents.
The level of detail of objects has long been a subject of graphics research. Large-scale, distributed simulations give us the opportunity to expand the level of detail concept to actions as well. Nearby actions involving objects may need to be enacted using inverse kinematics. At further distances, similar actions could be enacted by replaying motion capture data, because contact relations may not be noticeable. It is not even necessary to display actions that are outside an agent's circle of influence [26, 36].
Positions are defined by exact coordinates, an object position, or a character position. The CML elements defined for Movement are either move-to or turn-to. Pointing defines a pointing gesture toward a coordinate, object, or character. The CML element defined for this movement is point-to. Grasping defines motions that require the character to hold, throw, or come in contact with an object or another character. The CML elements defined for Grasping are grasp, throw and touch. Gaze defines the movements related to the head and eyes.