Barry D. Reich

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A system for controlling the behaviors of an interactive human-like agent, and executing them in real-time, is presented. It relies on an underlying model of continuous <italic>behavior</italic> as well as a discrete scheduling mechanism for changing behavior over time. A multiprocessing framework executes the behaviors and renders the motion of the agents(More)
We describe a framework for creating animated simulations of virtual human agents. The framework allows us to capture flexible patterns of activity, reactivity to a changing environment, and certain aspects of an agent personality model. Each leads to variation in how an animated simulation will be realized. As different parts of an activity make different(More)
This material is posted here with permission of the IEEE. Such permission of the IEEE does not in any way imply IEEE endorsement of any of the University of Pennsylvania's products or services. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for(More)
Animating realistic human agents involves more than just creating movements that look \real." A principal characteristic of humans is their ability to plan and make decisions based on intentions and the local environmental context. \Animated agents" must therefore react to and deliberate about their environment and other agents. Our agent animation uses(More)
This material is posted here with permission of the IEEE. Such permission of the IEEE does not in any way imply IEEE endorsement of any of the University of Pennsylvania's products or services. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for(More)
We describe the Zaroff system, a plan-based controller for the players in a game of hide and seek. The system features visually realistic human gure animation including realistic human locomotion. We discuss the planner's interaction with a changing environment to which it has only limited perceptual access. A hierarchical planner translates the game's(More)
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