Life-Like Characters
Tools, Affective Functions, and Applications

Helmut Prendinger and Mitsuru Ishizuka (Eds.)

Cognitive Technologies Series
Springer online


Online Material for Book Chapters

Springer Online - Life-Like Characters Book


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 Mariott, Simon Beard


A Behavior Language: Joint Action and Behavior Idioms
Micheal Mateas, Andrew Stern


BEAT: the Behavior Expression Animation Toolkit
Justine Cassell, Hannes Vilhjálmsson, Timothy Bickmore


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


Shallow and Inner Forms of Emotional Intelligence in Advisory Dialog Simulation
Fiorella de Rosis, Berardina De Carolis, Valeria Carofiglio, 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 Representation Languages - a Personal View
Thomas Rist


Contact editor: Helmut Prendinger
E-mail: prendinger@acm.org

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What is Online?

This web site provides online material complementing the descriptions in book chapters, such as movie clips, code, and software.
Please note that the links in this page refer to personal web sites of contributing authors. Hence, neither the editors nor the publisher (Springer) have an influence on their content.

Target Audience

The online data repository is particularly useful for

Researchers and scientists who want to test the latest developments in character markup languages and tools.

Practitioners who want to use the described markup languages and tools, and experience applied characters systems.

Instructors who want to give vivid demonstrations of successful life-like character-based applications in their lectures, and let students have a "hands-on" experience by using character markup languages and tools in their practical courses.

Book Cover Text

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.