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Synthesizing pose, unconscious movement, and gesture for mental behavior expression of interactive characters

Published: 14 June 2006 Publication History

Abstract

Mental communication with characters is important for many entertainment applications. Human's mental statuses are complex, and mental behaviors typically consist of multiple components, such as poses and various unconscious movements. In this paper, we propose the layered behavior synthesis technique for integrating mental behavior and conversational gestures. We compose various mental behavior representations by considering the spatial consistency and co-occurrence probability in interactive games. We also show an example of a game that incorporates the mental behavior synthesis technique.

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  • (2016)Intelligent Character Technologies for Entertainment GamesHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-50-4_48(313-329)Online publication date: 10-Aug-2016
  • (2015)Intelligent Character Technologies for Entertainment GamesHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-52-8_48-1(1-17)Online publication date: 3-Dec-2015

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  1. Synthesizing pose, unconscious movement, and gesture for mental behavior expression of interactive characters

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      cover image ACM Conferences
      ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
      June 2006
      572 pages
      ISBN:1595933808
      DOI:10.1145/1178823
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 14 June 2006

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      1. interactive character
      2. mental behavior

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      • (2016)Intelligent Character Technologies for Entertainment GamesHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-50-4_48(313-329)Online publication date: 10-Aug-2016
      • (2015)Intelligent Character Technologies for Entertainment GamesHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-52-8_48-1(1-17)Online publication date: 3-Dec-2015

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