2002
DOI: 10.1109/mis.2002.1024753
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Creating interactive virtual humans: some assembly required

Abstract: Discusses some of the key issues that must be addressed in creating virtual humans, or androids. As a first step, we overview the issues and available tools in three key areas of virtual human research: face-to-face conversation, emotions and personality, and human figure animation. Assembling a virtual human is still a daunting task, but the building blocks are getting bigger and better every day. This material is posted here with permission of the IEEE. Such permission of the IEEE does not in any way imply I… Show more

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Cited by 272 publications
(136 citation statements)
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“…Specifically, driving the behavior of non-player characters raises a whole range of challenges, such as interaction design, emotion modeling, figure animation, and speech synthesis [1].…”
Section: Motivationmentioning
confidence: 99%
“…Specifically, driving the behavior of non-player characters raises a whole range of challenges, such as interaction design, emotion modeling, figure animation, and speech synthesis [1].…”
Section: Motivationmentioning
confidence: 99%
“…Virtual Humans [1,2] are artificial agents that include both a visual body with a humanlike appearance and range of observable behaviors, and a cognitive component that can make decisions and control the behaviors to engage in human-like activities. Virtual humans often engage in conversation (embodied conversational agents [3]) and can play a number of roles, including providing a human-like interface to information services, acting as a roleplayer in a training system, acting as a tutor, or a "non-player character" in a game.…”
Section: Introductionmentioning
confidence: 99%
“…The creation of interactive expressive characters with a consistent behavior comes with a whole range of challenges, such as interaction design, emotion modeling, figure animation, and speech synthesis [2]. The interactive drama game Façade [3] or the Mission Rehearsal Exercise Project [4] explicitly address these problems in combination, in an integrated application.…”
Section: Motivationmentioning
confidence: 99%
“…In general, virtual characters have the purpose to enrich the game play experience by showing an engaging and consistent interactive behavior. Because this issue influences acceptance in general, computer games, and virtual characters in particular, have to be designed carefully according to Loyall's suspension of disbelief principle [1]:... a character is considered to be believable if it allows the audience to suspend their disbelief ...The creation of interactive expressive characters with a consistent behavior comes with a whole range of challenges, such as interaction design, emotion modeling, figure animation, and speech synthesis [2]. The interactive drama game Façade [3] or the Mission Rehearsal Exercise Project [4] explicitly address these problems in combination, in an integrated application.…”
mentioning
confidence: 99%