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Intelligent Virtual Agents [[electronic resource] ] : 10th International Conference, IVA 2010, Philadelphia, PA, USA. Proceedings / / edited by Jan Allbeck, Norman Badler, Timothy Bickmore, Catherine Pelachaud, Alla Safonova
Intelligent Virtual Agents [[electronic resource] ] : 10th International Conference, IVA 2010, Philadelphia, PA, USA. Proceedings / / edited by Jan Allbeck, Norman Badler, Timothy Bickmore, Catherine Pelachaud, Alla Safonova
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XI, 490 p. 153 illus.)
Disciplina 006.8
Collana Lecture Notes in Artificial Intelligence
Soggetto topico Artificial intelligence
Application software
Computer communication systems
Software engineering
User interfaces (Computer systems)
Computer simulation
Artificial Intelligence
Information Systems Applications (incl. Internet)
Computer Communication Networks
Software Engineering
User Interfaces and Human Computer Interaction
Simulation and Modeling
Soggetto genere / forma Kongress 2010
ISBN 1-280-38920-6
9786613567123
3-642-15892-7
Classificazione 004
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Behavior Modeling -- Constraints-Based Complex Behavior in Rich Environments -- Smart Events and Primed Agents -- Using Artificial Team Members for Team Training in Virtual Environments -- A Comprehensive Taxonomy of Human Motives: A Principled Basis for the Motives of Intelligent Agents -- The Impact of a Mixed Reality Display Configuration on User Behavior with a Virtual Human -- A Multimodal Real-Time Platform for Studying Human-Avatar Interactions -- Realizing Multimodal Behavior -- Gesture and Expression -- Designing an Expressive Avatar of a Real Person -- Interactive Motion Modeling and Parameterization by Direct Demonstration -- Speed Dating with an Affective Virtual Agent - Developing a Testbed for Emotion Models -- Individualized Gesturing Outperforms Average Gesturing – Evaluating Gesture Production in Virtual Humans -- Level of Detail Based Behavior Control for Virtual Characters -- Virtual Agents Based Simulation for Training Healthcare Workers in Hand Hygiene Procedures -- Modeling Behavioral Manifestations of Coordination and Rapport over Multiple Conversations -- DelsArtMap: Applying Delsarte’s Aesthetic System to Virtual Agents -- Backchannels and Simulation -- Backchannel Strategies for Artificial Listeners -- Learning Backchannel Prediction Model from Parasocial Consensus Sampling: A Subjective Evaluation -- RIDE: A Simulator for Robotic Intelligence Development -- A Velocity-Based Approach for Simulating Human Collision Avoidance -- Influence of Personality Traits on Backchannel Selection -- Multimodal Backchannels for Embodied Conversational Agents -- A Virtual Interpreter for the Italian Sign Language -- Personality -- How Our Personality Shapes Our Interactions with Virtual Characters - Implications for Research and Development -- Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents -- Developing Interpersonal Relationships with Virtual Agents through Social Instructional Dialog -- Multiple Agent Roles in an Adaptive Virtual Classroom Environment -- Creating Individual Agents through Personality Traits -- Bossy or Wimpy: Expressing Social Dominance by Combining Gaze and Linguistic Behaviors -- Interaction Strategies -- Warmth, Competence, Believability and Virtual Agents -- Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides -- Interaction Strategies for an Affective Conversational Agent -- ”Why Can’t We Be Friends?” An Empathic Game Companion for Long-Term Interaction -- Towards an Episodic Memory for Companion Dialogue -- Generating Culture-Specific Gestures for Virtual Agent Dialogs -- Avatars in Conversation: The Importance of Simulating Territorial Behavior -- The Impact of Linguistic and Cultural Congruity on Persuasion by Conversational Agents -- A Multiparty Multimodal Architecture for Realtime Turntaking -- Emotion -- The Influence of Emotions in Embodied Agents on Human Decision-Making -- Dimensional Emotion Prediction from Spontaneous Head Gestures for Interaction with Sensitive Artificial Listeners -- An Intelligent Virtual Agent to Increase Involvement in Financial Services -- Exploration on Affect Sensing from Improvisational Interaction -- Using Virtual Humans to Bootstrap the Creation of Other Virtual Humans -- Making It Personal: End-User Authoring of Health Narratives Delivered by Virtual Agents -- MAY: My Memories Are Yours -- Expression of Behaviors in Assistant Agents as Influences on Rational Execution of Plans -- Reflecting User Faces in Avatars -- User Studies -- How a Virtual Agent Should Smile? -- How Turn-Taking Strategies Influence Users’ Impressions of an Agent -- That Avatar Is Looking at Me! Social Inhibition in Virtual Worlds -- Know Your Users! Empirical Results for Tailoring an Agent´s Nonverbal Behavior to Different User Groups -- The Persona Zero-Effect: Evaluating Virtual Character Benefits on a Learning Task with Repeated Interactions -- High Score! - Motivation Strategies for User Participation in Virtual Human Development.
Record Nr. UNISA-996465896403316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Intelligent Virtual Agents [[electronic resource] ] : 10th International Conference, IVA 2010, Philadelphia, PA, USA. Proceedings / / edited by Jan Allbeck, Norman Badler, Timothy Bickmore, Catherine Pelachaud, Alla Safonova
Intelligent Virtual Agents [[electronic resource] ] : 10th International Conference, IVA 2010, Philadelphia, PA, USA. Proceedings / / edited by Jan Allbeck, Norman Badler, Timothy Bickmore, Catherine Pelachaud, Alla Safonova
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XI, 490 p. 153 illus.)
Disciplina 006.8
Collana Lecture Notes in Artificial Intelligence
Soggetto topico Artificial intelligence
Application software
Computer communication systems
Software engineering
User interfaces (Computer systems)
Computer simulation
Artificial Intelligence
Information Systems Applications (incl. Internet)
Computer Communication Networks
Software Engineering
User Interfaces and Human Computer Interaction
Simulation and Modeling
Soggetto genere / forma Kongress 2010
ISBN 1-280-38920-6
9786613567123
3-642-15892-7
Classificazione 004
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Behavior Modeling -- Constraints-Based Complex Behavior in Rich Environments -- Smart Events and Primed Agents -- Using Artificial Team Members for Team Training in Virtual Environments -- A Comprehensive Taxonomy of Human Motives: A Principled Basis for the Motives of Intelligent Agents -- The Impact of a Mixed Reality Display Configuration on User Behavior with a Virtual Human -- A Multimodal Real-Time Platform for Studying Human-Avatar Interactions -- Realizing Multimodal Behavior -- Gesture and Expression -- Designing an Expressive Avatar of a Real Person -- Interactive Motion Modeling and Parameterization by Direct Demonstration -- Speed Dating with an Affective Virtual Agent - Developing a Testbed for Emotion Models -- Individualized Gesturing Outperforms Average Gesturing – Evaluating Gesture Production in Virtual Humans -- Level of Detail Based Behavior Control for Virtual Characters -- Virtual Agents Based Simulation for Training Healthcare Workers in Hand Hygiene Procedures -- Modeling Behavioral Manifestations of Coordination and Rapport over Multiple Conversations -- DelsArtMap: Applying Delsarte’s Aesthetic System to Virtual Agents -- Backchannels and Simulation -- Backchannel Strategies for Artificial Listeners -- Learning Backchannel Prediction Model from Parasocial Consensus Sampling: A Subjective Evaluation -- RIDE: A Simulator for Robotic Intelligence Development -- A Velocity-Based Approach for Simulating Human Collision Avoidance -- Influence of Personality Traits on Backchannel Selection -- Multimodal Backchannels for Embodied Conversational Agents -- A Virtual Interpreter for the Italian Sign Language -- Personality -- How Our Personality Shapes Our Interactions with Virtual Characters - Implications for Research and Development -- Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents -- Developing Interpersonal Relationships with Virtual Agents through Social Instructional Dialog -- Multiple Agent Roles in an Adaptive Virtual Classroom Environment -- Creating Individual Agents through Personality Traits -- Bossy or Wimpy: Expressing Social Dominance by Combining Gaze and Linguistic Behaviors -- Interaction Strategies -- Warmth, Competence, Believability and Virtual Agents -- Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides -- Interaction Strategies for an Affective Conversational Agent -- ”Why Can’t We Be Friends?” An Empathic Game Companion for Long-Term Interaction -- Towards an Episodic Memory for Companion Dialogue -- Generating Culture-Specific Gestures for Virtual Agent Dialogs -- Avatars in Conversation: The Importance of Simulating Territorial Behavior -- The Impact of Linguistic and Cultural Congruity on Persuasion by Conversational Agents -- A Multiparty Multimodal Architecture for Realtime Turntaking -- Emotion -- The Influence of Emotions in Embodied Agents on Human Decision-Making -- Dimensional Emotion Prediction from Spontaneous Head Gestures for Interaction with Sensitive Artificial Listeners -- An Intelligent Virtual Agent to Increase Involvement in Financial Services -- Exploration on Affect Sensing from Improvisational Interaction -- Using Virtual Humans to Bootstrap the Creation of Other Virtual Humans -- Making It Personal: End-User Authoring of Health Narratives Delivered by Virtual Agents -- MAY: My Memories Are Yours -- Expression of Behaviors in Assistant Agents as Influences on Rational Execution of Plans -- Reflecting User Faces in Avatars -- User Studies -- How a Virtual Agent Should Smile? -- How Turn-Taking Strategies Influence Users’ Impressions of an Agent -- That Avatar Is Looking at Me! Social Inhibition in Virtual Worlds -- Know Your Users! Empirical Results for Tailoring an Agent´s Nonverbal Behavior to Different User Groups -- The Persona Zero-Effect: Evaluating Virtual Character Benefits on a Learning Task with Repeated Interactions -- High Score! - Motivation Strategies for User Participation in Virtual Human Development.
Record Nr. UNINA-9910484300403321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Motion in Games [[electronic resource] ] : 4th International Conference, MIG 2011, Edinburgh, United Kingdom, November 13-15, 2011, Proceedings / / edited by Jan Allbeck, Petros Faloutsos
Motion in Games [[electronic resource] ] : 4th International Conference, MIG 2011, Edinburgh, United Kingdom, November 13-15, 2011, Proceedings / / edited by Jan Allbeck, Petros Faloutsos
Edizione [1st ed. 2011.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Descrizione fisica 1 online resource (XII, 460 p. 202 illus., 174 illus. in color.)
Disciplina 794.8
Collana Image Processing, Computer Vision, Pattern Recognition, and Graphics
Soggetto topico Optical data processing
Application software
Artificial intelligence
User interfaces (Computer systems)
Computer simulation
Algorithms
Computer Imaging, Vision, Pattern Recognition and Graphics
Information Systems Applications (incl. Internet)
Artificial Intelligence
User Interfaces and Human Computer Interaction
Simulation and Modeling
Algorithm Analysis and Problem Complexity
ISBN 3-642-25090-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Title -- Preface -- Organization -- Table of Contents -- Character Animation I -- Natural User Interface for Physics-Based Character Animation -- Introduction -- Human-in-the-Loop Control -- Literal vs. Symbolic Mapping -- Kinematic and Dynamic Continuum -- Kinematic Control -- Dynamic Control -- Integrated KD Control -- Applications -- Performance Capture with Physical Interactions -- Natural User-Interface for Controlling Avatars -- Discussion -- References -- Individualized Agent Interactions -- Introduction and Motivation -- Related Work -- Individualizing Non-verbal Behavior -- Formation System -- Animation System -- Movement System -- Gazing System -- Customization Examples -- Personality Differences. -- Gender Differences. -- Evaluation Study -- Study Setup -- Results -- Conclusion -- References -- A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU -- Introduction -- Related Works -- Mesh Simplification and LOD -- GPU Computing for Mesh Simplification -- Overview -- Preprocess -- Run-Time Rendering Pipeline -- Mesh Simplification by Perserving Texture Appearance -- Splitting Vertices According to Texture Coordinates -- Texture-Preserving Criteria -- Rendering Pipeline for Animated Characters -- LOD Selection -- Generating LODs by Reforming Triangles -- Deforming LODs -- Experiments and Results -- Implementation and Experiment -- Performance Evaluation -- Conclusion and Future Work -- References -- Motion Synthesis I -- Feature-Based Locomotion with Inverse Branch Kinematics -- Introduction -- Related Work -- Feature-Based Motion Graph -- Analyzing Feature-Based Graphs -- Improving Search among Obstacles with Channels -- IK-Based Motion Deformation -- Discussion and Conclusions -- References -- Planning Plausible Human Animation with Environment-Aware Motion Sampling -- Introduction.
Related Work -- Overview -- Animation Control Using Explicit Constraints -- Collision Avoidance with Implicit Constraints -- Implementation and Results -- Conclusion -- References -- Physically-Based Character Motion -- Dynamic Balancing and Walking for Real-Time 3D Characters -- Introduction -- Background and Related Work -- General Approaches -- Inverted Pendulum -- Contribution of Paper -- Method -- Mechanics of IP -- Mechanics of Enhanced IP -- Calculations -- Managing Stairs and Slopes -- Controllable Motion -- Results -- Steering and Speed -- Robustness to Pushes -- Conclusions and Future Work -- References -- Injury Assessment for Physics-Based Characters -- Introduction -- Related Work -- Injury Assessment Model -- Overview -- Individual Injury Measures -- Combining Individual Measures -- Experimentation -- Trial Data -- User Study -- Results -- Conclusion, Discussion and Future Work -- Conclusion -- Discussion -- Future Work -- References -- Reactive Virtual Creatures for Dexterous Physical Interactions -- Introduction -- Related Works -- Approach and Proposal -- Realization -- Physical Simulator -- Physical Motion Controller -- Sensor Models -- Attention Model -- Character AI -- Evaluation -- Environment and Configuration of Virtual Creatures -- Experiments and Results -- Exhibition -- Discussion -- Conclusion -- References -- Character Animation II -- Building a Character Animation System -- Motivation -- Goals -- System Summary -- Problems with Generalization/Specialization Hierarchy -- Platforms -- Locomotion -- Path Finding -- Reaching and Grabbing -- Facial Animation and Speech Synthesis -- Modeling Eye Movements and Saccades -- Head Nods, Head Shakes, and Gazing -- Breathing -- BML Realizer -- Non-verbal Behavior -- Conclusion -- References -- Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters.
Introduction -- Related Works -- Character Interaction -- Path-Planning Movements of Close Interactions -- Linkage Unfolding in Computational Geometry -- Unfolding the Body by Repulsive Energy -- Repulsive Energy -- Unfolding Folded Postures -- Interpolating Postures by the Repulsive Energy -- Methodology -- Experimental Results -- Discussions and Conclusion -- References -- Generating Avoidance Motion Using Motion Graph -- Introduction -- Related Work -- Overview -- Constructing a Motion Graph Including Avoidance Motions -- Evaluation of a Candidate Path -- Adjusting the Execution Speed -- Evaluation of a Candidate Path -- Methods Employed for Computational Efficiency -- Grid-Based Index for Candidate Paths -- GPU-Based Collision Detection for Culling -- Experiments -- Computational Time for Path Selection -- Evaluation of Avoidance Motions -- Conclusion -- References -- Behavior Animation -- Populations with Purpose -- Introduction -- Related Work -- Approach Overview -- Definition of Role -- Role Switching -- Implementation -- Action Types -- Action Filter -- Examples -- Discussion -- References -- Parameterizing Behavior Trees -- Introduction -- Parameterizing Subtrees -- The Agent Model -- Subtrees with Arguments -- Smart Events as Behavior Trees -- Example -- Topiary and ADAPT -- Conclusions -- References -- Animation Systems -- Intelligent Camera Control Using Behavior Trees -- Introduction -- Background -- Cinematography Principles -- Intelligent Camera Representation -- Implementation -- Smart Event Representation -- Results -- Conclusions -- References -- A Decision Theoretic Approach to Motion Saliency in Computer Animations -- Introduction -- Related Work -- Approach -- Pre-experiment -- Overview -- Individual Motion Saliency -- Global Attention Value -- Experiment -- Conclusion and Future Work -- References.
Many-Core Architecture Oriented Parallel Algorithm Design for Computer Animation -- Introduction -- Parallel Computing on Many-Core Architecture -- Many-Core Architecture -- Algorithm Design Issues for Many-Core Architecture -- Problem Decomposition and Resource Utilization -- Load Balancing -- Algorithm Design Paradigm -- Future Development Directions -- Conclusion -- References -- Simulation of Natural Phenomena -- Twisting, Tearing and Flicking Effects in String Animations -- Introduction -- Related Work -- Chain Shape Matching (CSM) -- Twisting Effects -- Tearing and Flicking Effects -- Stress and Strain -- Strain Limiting -- Tension Estimation -- Tearing and Flicking a String -- Collision Handling -- Results -- Conclusion and Future Work -- References -- Adaptive Grid Refinement Using View-Dependent Octree for Grid-Based Smoke Simulation -- Introduction -- Related Work -- Proposed Method -- Octree Structure -- Measuring Fluid Variation -- View-Dependent Weighting Factor -- Adaptive Thresholds -- Refinement Conditions -- Smoke Simulation -- Results and Discussion -- Conclusion -- References -- A Simple Method for Real-Time Metal Shell Simulation -- Introduction -- Related Work -- Mesh Segmentation -- Collision Detection and Response -- Deformation Simulation -- Globalize the Deformation with Spring-Mass Model -- Result -- Conclusion -- References -- Motion Synthesis II -- LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms -- Introduction -- Simulation Platforms Overview -- Character Control and Simulation Pipeline -- Implementation Details -- Simulation World -- Objects -- Joints -- Creating Objects and Joints -- Collision Detection and Processing -- Collision Filtering -- Collision Postprocessing -- Performance Evaluation and Comparison -- Conclusion -- References.
Parametric Control of Captured Mesh Sequences for Real-Time Animation -- Introduction -- Related Work -- Performance Capture -- Shape Similarity Tree -- Mesh Sequence Alignment -- Mesh Sequence Parametrisation -- Real-Time Non-linear Mesh Sequence Blending -- High-Level Parametric Control -- Results -- Conclusions -- References -- Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms -- Introduction -- Related Work -- Motion Clips Extraction -- Controller Construction -- Problem Formulation -- Approximation Accuracy -- Parallelization of Genetic Algorithms -- Experiments -- Discussion and Future Work -- References -- Crowd Simulation -- Improved Benchmarking for Steering Algorithms -- Introduction -- Experience with SteerBench -- Metrics for Evaluation -- Benchmarks for Evaluation -- Results -- Conclusion -- References -- When a Couple Goes Together: Walk along Steering -- Introduction -- General Architecture and Implemented Steering Behaviors -- Walk along Steering Behavior -- Advanced Walk along Behavior − The Give Way Parameter -- Advanced Walk along Behavior − The Wait for Partner Parameter -- Evaluation -- Method -- Results -- Discussion and Possible Improvements -- Conclusion -- References -- Path Planning and Navigation I -- Parallel Ripple Search - Scalable and Efficient Pathfinding for Multi-core Architectures -- Introduction and Previous Work -- Parallel Pathfinding Implementations -- PBS: Parallel Bidirectional Search -- DFS: Distributed Fringe Search -- PHS: Parallel Hierarchic Search -- Algorithm Evaluation and Comparison -- PRS: Parallel Ripple Search -- Algorithm -- Performance -- Conclusion and Future Work -- References -- Hybrid Path Planning for Massive Crowd Simulation on the GPU -- Introduction -- Related Work -- Overview of the Proposed System -- Constructing the Graph.
Determining the Region of Interest.
Record Nr. UNISA-996465709503316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui