Jan Allbeck

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We introduce a prototype for building a strategy game. A player can control and modify the behavior of all the characters in a game, and introduce new strategies, through the powerful medium of natural language instructions. We describe a Parameterized Action Representation (PAR) designed to bridge the gap between natural language instructions and the(More)
We describe the implementation and evaluation of a prototype American Sign Language (ASL) generation component that produces animations of ASL classifier predicates, some frequent and complex spatial phenomena in ASL that no previous generation system has produced. We discuss some challenges in evaluating ASL systems and present the results of a user-based(More)
Most current crowd simulators animate homogeneous crowds, but include underlying parameters that can be tuned to create variations within the crowd. These parameters, however, are specific to the crowd models and may be difficult for an animator or naïve user to use. We propose mapping these parameters to personality traits. In this paper, we extend the(More)
  • Nuria Pelechano, Catherine Stocker, Jan Allbeck, Norman I Badler
  • 2007
Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or stressful situations that cannot be evaluated in the real world (i.e., building evacuation due to fire). In order to carry out those experiments it is necessary to use a crowd simulation model in which a real person is seamlessly immersed and experiences a(More)
When creating a framework for distributed or networked simulations, many design dimensions must be considered: bandwidth, synchronization, agent autonomy, agent control, latency, visualization, and interfaces 1. Often these considerations are diametrically opposed. We must balance, for example, the amount of control that we have over agents in the(More)
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