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Researchers demand much from their embodied conversational agents (ECAs), requiring them to be both lifelike , as well as responsive to events in an interactive setting. We find that a flexible combination of animation approaches may be needed to satisfy these needs. In this paper we present SmartBody, an open source modular framework for animating ECAs in(More)
This paper presents a novel whole-body analytical inverse kinematics (IK) method integrating collision avoidance and customizable body control for animating reaching tasks in real-time. Whole-body control is achieved with the interpolation of pre-designed key body postures, which are organized as a function of the direction to the goal to be reached. Arm(More)
  • Marcelo Kallmann, R Hersch, Thalmann, C Petitpierre, Prof H Bieri, Prof Y Gardan +1 other
  • 2001
This thesis is about the problem of how to achieve real time virtual environments with autonomous virtual human actors, which can interact with virtual objects in order to achieve a given task. The focus is on interaction with day life objects having some proper functionality and purpose, as for example: automatic doors, general furniture, or a lift. The(More)
The evolution of antibiotic resistance among bacteria threatens our continued ability to treat infectious diseases. The need for sustainable strategies to cure bacterial infections has never been greater. So far, all attempts to restore susceptibility after resistance has arisen have been unsuccessful, including restrictions on prescribing [1] and(More)
Editing recorded motions to make them suitable for different sets of environmental constraints is a general and difficult open problem. In this paper we solve a significant part of this problem by modifying full-body motions with an interactive randomized motion planner. Our method is able to synthesize collision-free motions for specified linkages of(More)
This paper describes a system platform for virtual human agents simulations that is able to coherently manage the shared virtual environment. Our " agent common environment " (ACE) provides built-in commands for perception and for acting, while the in-between step of reasoning and behavior computation is defined through an external, extendible, and(More)
This paper presents in detail how the techniques described in my previous work [Kallmann et al., 2003] can be used for efficiently computing collision-free paths in a triangulated planar environment. The method is based on a dynamic Constrained Delaunay Triangulation (CDT) where constraints are the obstacles in the planar environment. The main advantage of(More)