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Life-Like Characters
Helmut Prendinger and
Mitsuru Ishizuka (Eds.)
Online Material for Book Chapters |
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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 |
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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. |