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A New Generation of Synthetic Actors: The Interactive Perceptive Actors

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... Por fim, o eixo ambiental divide os agentes em atuantes em desktop (agente de desktop) ou em uma rede internet ou Intranet (agente de internet). Por fim, Thalmann (1996,1999) propõe uma classificação para os agentes virtuais humanos, baseada no grau de autonomia dos mesmos no ambiente: avatares, representações do usuário no ambiente; atores guiados, dirigidos pelo usuário através de ordens; atores autônomos, capazes de ter comportamento próprio (autonomia de controle); atores interativos e perceptivos, que interagem com o ambiente e se comunicam com outros atores. A Tabela 6.1 apresenta uma síntese das principais classificações atribuídas aos agentes inteligentes. ...
... Brenner et al. (1998) distinguem três categorias, dependendo da tarefa que os agentes executam: informativos (que oferecem suporte ao usuário na busca de informações em fontes distribuídas); cooperativos (que atuam na resolução de problemas complexos, através de cooperação e comunicação com outros objetos, agentes ou fontes externas); e transacionais (cujas tarefas principais são processar e monitorar processos). Por fim, Thalmann (1996) propõe uma classificação para os agentes virtuais humanos, baseada no grau de autonomia dos mesmos no ambiente: avatares, representações do usuário no ambiente; atores guiados, dirigidos pelo usuário através de ordens; atores autônomos, capazes de ter comportamento próprio (autonomia de controle); atores interativos e perceptivos, que interagem com o ambiente e se comunicam com outros atores. A Tabela 6.1 apresenta uma síntese das principais classificações atribuídas aos agentes inteligentes. ...
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This work presents new trends, methods and applications of Virtual Environme nts endowed with information in order to provide to the user an easily and imersi ve interaction. We present concepts related to environment modeling, visuali zation and user interaction, mainly focused on some important proprieties: dynamic ent ities, adaptive environment, intelligent agents and behavioral models. Intelligent and Interactive Virtual Environments (IIVE) have been employed in many appli cations such as: e-commerce, e-learning, games and digital entertainments, and also animat ion and simulation of real situations (robotics and crowd simulation). We conclude thi s tutorial with further discussion about some applications.
... Use of embodiments in interactive applications has a long history in Virtual Reality. But as one tries to trace it, two distinct approaches stand out despite early unified frameworks [Tha96]. Works on autonomous virtual agents represent a first line of research [CSX04]. ...
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A dichotomy exists in the way virtual embodiments are currently studied: embodied entities are considered by conversational approaches as other selves whereas avatar approaches study them as users' hosts. Virtual reality applications such as in our case study often propose a different, in between embodiment experience. In the context of a virtual house for sale visit, this paper aims at examining the user's self-reported embodiment perception resulting from such a hybrid experience. To induce variability in this embodiment experience, we manipulated avatar representations (high versus low anthropomorphism) and frame of reference (egocentric versus exocentric). Results show the importance of the entity humanness to foster both experiences. When controlled by humanness, having a conversational experience appears uncorrelated to an avatar experience. This highlights the need to study these hybrid experiences as a combination of both approaches.
... The nature of privi-leged information for controlling actors' motions falls into three categories: geometric, physical, and behavioral, giving rise to three corresponding motion-control method categories. More recently, Thalmann 8 proposed four new classes of synthetic actors: participatory, guided, autonomous, and interactive-perceptive. ...
... We define an interactive perceptive synthetic actor [27] as an actor aware of other actors and real people. Such an actor is also assumed to be autonomous of course. ...
... In the first case, Virtual Humans should be equipped with synthetic or virtual sensors [5] like visual, tactile and auditory sensors. These sensors should be used as a basis for implementing everyday human behaviour such as visually directed locomotion, handling objects, and responding to sounds and utterances. ...
... He classified animation systems as guiding, animator-level or task level systems. Thalmann proposes a unique classification for virtual humans that include motion control of the face and body: pure avatars or clones, guided actors, autonomous actors and interactive-perceptive actors [48]. In a more recent work, Cavazza et al proposed a new classification of synthetic actors according to the method of controlling motion and interaction in four classes of synthetic actors: participatory, guided, autonomous and interactive-perceptive [13]. ...
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Resumo: A área de pesquisa em animação computadorizada tem sido bastante utilizada nas últimas décadas em diversas aplicações como por exemplo: simulações físicas e visualização de efeitos que variam em função do tempo. Juntamente com o surgimento na área de agentes autônomos dos modelos "life-like" e de "artificial life", surge a área de animação comportamental, focalizada na modelagem do comportamento de atores. O principal objetivo é prover "autonomia" aos atores sintéticos (agentes) de maneira que eles possam "evoluir" num determinado ambiente, sem intervenção do usuário. Atualmente, as aplicações são muitas e vão desde jogos e cinema até simulações em sistemas de realidade virtual e ambientes colaborativos distribuídos. Neste artigo apresenta-se um "survey" sobre diferentes aspectos da animação de agentes e multidões virtuais e discute-se algumas aplicações. Palavras Chaves: Animação Comportamental, Humanos Virtuais, Multidões Virtuais. Abstract: Computer animation research area has been widely used in several application areas in the last years, as for example physical simulations and visualization of effects that vary in function of time. Together with the development of artificial life and life-like synthetic agents, the behavioral animation focuses on providing autonomy to virtual actors. The main applications of synthetic autonomous virtual actors comes from entertainment to VR (Virtual Reality) and CVE (Collaborative Virtual Environments). In this paper, we present a survey about aspects of synthetic autonomous agents and crowd behaviors as well as some applications.
... Second, in addition to graphical realism, the synthetic characters that inhabit the virtual environment may act as real actors do. Thalmann (1996) categorized four kinds of virtual characters: c Avatars act exactly as the user does. c Guided actors are driven by users via the concept of metaphors. ...
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Virtual reality offers new tools for human motion understanding. Several applications have been widely used in teleoperation, military training, driving and flying simulators, and so forth. We propose to test if virtual reality is a valid training tool for the game of handball. We focused on the duel between a handball goalkeeper and a thrower. To this end, we defined a pilot experiment divided into two steps: an experiment with real subjects and another one with virtual throwers. The throwers' motions were captured in order to animate their avatar in a reality center. In this paper, we focused on the evaluation of presence when a goalkeeper is confronting these avatars. To this end, we compared the goalkeeper's gestures in the real and in the virtual experiment to determine if virtual reality engendered the same movements for the same throw. Our results show that gestures did not differ between the real and virtual environment. As a consequence, we can say that the virtual environment offered enough realism to initiate natural gestures. Moreover, as in real games, we observed the goalkeeper's anticipation to allow us to use virtual reality in future work as a way to understand the goalkeeper and thrower interactions. The main originality of this work was to measure presence in a sporting application with new evaluation methods based on motion capture.
... In the first case, Virtual Humans should be equipped with synthetic or virtual sensors [5] like visual, tactile and auditory sensors. These sensors should be used as a basis for implementing everyday human behaviour such as visually directed locomotion, handling objects, and responding to sounds and utterances. ...
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Simulating a human society is a very complex interdisciplinary problem. In this paper, we try to show some important aspects to create inhabited worlds where virtual people can interact, co-operate, perceive the world and the society. Main aspects are flexible motion control, perception of the real and the virtual world, and high-level behavior. Concepts are illustrated in the case-study of emergent crowds.
... The nature of privi-leged information for controlling actors' motions falls into three categories: geometric, physical, and behavioral, giving rise to three corresponding motion-control method categories. More recently, Thalmann 8 proposed four new classes of synthetic actors: participatory, guided, autonomous, and interactive-perceptive. ...
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The article surveys virtual humans and techniques to control the face and body. It also covers higher level interfaces for direct speech input and issues of real-time control
... Nous avons proposé une nouvelle classification [2] des humains virtuels avec quatre types: ...
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Introduction Les nouvelles technologies nous ont permis depuis quelques annes de crer des tres virtuels et de les animer. Plus rcemment, la Ralit Virtuelle nous a amen la possibilit de s'immerger dans les mondes virtuels et d'y rencontrer des tres virtuels. Enfin grce aux recherches en intelligence artificielle et en vie artificielle, les tres virtuels sont capables d'une certaine autonomie. Dans cet article, nous essayons d'expliquer o en sont les recherches actuelles dans le domaine des humains virtuels. Pour commencer, tudions comment crer un tre virtuel du point de vue gomtrique. Il faut considrer essentiellement que nos tres sont forms de deux parties la tte et le corps. Cette sparation arbitraire repose en fait sur les considrations suivantes: 1. La tte et plus particulirement le visage est un lment essentiel pour reconnatre une personne. La forme du visage et les traits doivent tre trs fidles pour qu'on reconnaisse la personne. Les expressions et l'animation du visage sont
... Although several works aiming to improve the autonomy included in virtual agents, there are some recent efforts to integrate autonomy and directability. Zeltzer [ZEL91], Blumberg [BLU95], Perlin [PER96] and Thalmann [THAL96] have presented different classifications and levels of information in order to describe applications managing control of avatars, guided agents, programmed agents, rule-based behaviours and etc. ...
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. This paper presents some aspects to provide interaction with virtual human crowds. We describe some interaction paradigms present in ViCrowd, a system to model and generate virtual crowds with various degrees of autonomy. In addition, a Client/Server architecture is discussed in order to provide interface to guide and communicate with virtual crowds. 1 Introduction Virtual humans grouped together to form crowds populating virtual worlds allow a more intuitive feeling of presence. Yet, different applications can have different requirements in terms of crowd control. For instance, one can simulate specialised or "intelligent" behaviours of crowds; another application can be interested in modelling the interaction with virtual crowds as well as some basic behaviour. In each one of these applications, the control and autonomous nature of the crowd and the virtual agents can be more or less sophisticated. We have developed the ViCrowd model [MUS97][MUS98] to simulate crowds with differe...
... We define an interactive perceptive synthetic actor [27] as an actor aware of other actors and real people. Such an actor is also assumed to be autonomous of course. ...
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reater 2 degree of body tracking, richer body representations, decreased lag between body movements and resulting changes in sensory data, and so on. Astheimer [2] defines immersion as the feeling of a VR user, that his VE is real. Analogously to Turing's definition of artificial intelligence: if the user cannot tell, which reality is "real", and which one is "virtual", then the computer generated one is immersive. A high degree of immersion is equivalent to a realistic VE. Several conditions must be met to achieve this: the most important seems to be small feedback lag; second is a wide field-of-view. Displays should also be stereoscopic, which is usually the case with head-mounted displays. A low display resolution seems to be less significant. According to Slater [3], an Immersive VE (IVE) may lead to a sense of presence for a participant taking part in such an experience. Presence is the psychological sense of "being there" in the environm
... Zeltzer [25] presents a classification of levels of interaction and abstraction required in different applications. More recently, Thalmann et al, [26] [27] proposed a new classification of synthetic actors according to the method of controlling motion, interaction and control of face and body. Noser and Thalmann [28] has described a L-system animation to model autonomous agents able to learn using synthetic vision and perception issues. ...
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This paper presents some aspects to provide interaction with virtual human crowds. We describe some interaction paradigms present in ViCrowd, a system to model and generate virtual crowds with various degrees of autonomy. In addition, a Client/Server architecture is discussed in order to provide interface to guide and communicate with virtual crowds.
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