
Life-Like Characters
Tools, Affective Functions, and Applications
Helmut Prendinger, Mitsuru Ishizuka
Résumé
Life-like characters is one of the most
exciting technologies for human-computer interface
applications today. They convincingly take the roles of
virtual presenters, synthetic actors and sales personas,
teammates and tutors. A common characteristic underlying
their life-likeness or believability as virtual
conversational partners is computational models that
provide them with affective functions such as synthetic
emotions and personalities and implement human interactive
behavior. The wide dissemination of life-like characters in
multimedia systems, however, will greatly depend on the
availability of control languages and tools that facilitate
scripting of intelligent conversational behaviour.
This book presents the first comprehensive collection of
the latest developments in scripting and representation
languages for life-like characters, rounded off with an
in-depth comparison and synopsis of the major approaches.
Introducing toolkits for authoring animated characters
further supports the ease of use of this new interface
technology. Life-like characters being a vibrant
research area, various applications have been designed and
implemented.
This book offers coverage of the most successful and
promising applications, ranging from product presentation
and student training to knowledge integration and
interactive gaming. It also discusses the key challenges in
the area and provides design guidelines for employing
life-like characters.
Written for:
Scientists, lecturers, practitioners
Contents
- Part I Introduction
- Introducing the Cast for Social Computing: Life-Like Characters
- Helmut Prendinger, Mitsuru Ishizuka
- Part II Languages and Tools for Life-Like Characters
- Representing and Parameterizing Agent Behaviors
- Jan Allbeck, Norm Badler
- Toward a Unified Scripting Language: Lessons Learned from Developing CML and AML
- Yasmine Arafa, Kaveh Kamyab, Ebrahim Mamdani
- APML, a Markup Language for Believable Behavior Generation
- Berardina De Carolis, Catherine Pelachaud, Isabella Poggi, Mark Steedman
- STEP: a Scripting Language for Embodied Agents
- Zhisheng Huang, Anton Eliens, Cees Visser
- gUI: Specifying Complete User Interaction
- Andrew Marriott, Simon Beard
- A Behavior Language: Joint Action and Behavioral Idioms
- Michael Mateas, Andrew Stern
- BEAT: the Behavior Expression Animation Toolkit
- Justine Cassell, Hannes Högni Vilhjálmsson, TimothyBickmore
- Galatea: Open-Source Software for Developing Anthropomorphic Spoken Dialog Agents
- Shin-ichi Kawamoto, Hiroshi Shimodaira, Tsuneo Nitta, Takuya Nishimoto, Satoshi Nakamura, Katsunobu Itou, Shigeo Morishima, Tatsuo Yotsukura, Atsuhiko Kai, Akinobu Lee, Yoichi Yamashita, Takao Kobayashi, Keiichi Tokuda, Keikichi Hirose, Nobuaki Minematsu, Atsushi Yamada, Yasuharu Den, Takehito Utsuro, Shigeki Sagayama
- MPML and SCREAM: Scripting the Bodies and Minds of Life-Like Characters
- Helmut Prendinger, Santi Saeyor, Mitsuru Ishizuka
- Part III Systems and Applications
- Great Expectations: Prediction in Entertainment Applications
- Robert Burke
- Shallowand Inner Forms of Emotional Intelligence in Advisory Dialog Simulation
- Fiorella de Rosis, Berardina De Carolis, Valeria Caroglio, Sebastiano Pizzutilo
- Web Information Integration Using Multiple Character Agents
- Yasuhiko Kitamura
- Expressive Behaviors for Virtual Worlds
- Stacy Marsella, Jonathan Gratch, Jeff Rickel
- Playing with Agents-Agents in Social and Dramatic Games
- Ana Paiva, Rui Prada, Isabel Machado, Carlos Martinho, Marco Vala, André Silva
- A Review of the Development of Embodied Presentation Agents and Their Application Fields
- Thomas Rist, Elisabeth André, Stephan Baldes, Patrick Gebhard, Martin Klesen, Michael Kipp, Peter Rist, Markus Schmitt
- Interface Agents That Facilitate Knowledge Interactions Between Community Members
- Yasuyuki Sumi, Kenji Mase
- Animated Agents Capable of Understanding Natural Language and Performing Actions
- Hozumi Tanaka, Takenobu Tokunaga, Yusuke Shinyama
- Part IV Synopsis
- What Makes Characters Seem Life-Like?
- Barbara Hayes-Roth
- Some Issues in the Design of Character Scripting and Specification Languages - a Personal View Thomas Rist
- Online Material
- Index
- END
L'auteur - Helmut Prendinger
Editor
L'auteur - Mitsuru Ishizuka
Editor
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Springer |
Auteur(s) | Helmut Prendinger, Mitsuru Ishizuka |
Parution | 01/12/2003 |
Nb. de pages | 480 |
Format | 16 x 24 |
Couverture | Relié |
Poids | 1045g |
Intérieur | Noir et Blanc |
EAN13 | 9783540008675 |
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