Autonomous Virtual Actors Based on Virtual Sensors

  title={Autonomous Virtual Actors Based on Virtual Sensors},
  author={Daniel Thalmann and Hansrudi Noser and Zhiyong Huang},
  booktitle={Creating Personalities for Synthetic Actors},
We present current research developments in the Virtual Life of autonomous synthetic actors. After a brief description of the perception action principles with a few simple examples, we emphasize the concept of virtual sensors for virtual humans. In particular, we describe in detail our experiences in implementing virtual vision, tactile, and audition. We then describe perception-based locomotion, a multisensor based method of automatic grasping, and vision-based ball games 

Behavioral Aspects and Behavior-Oriented Architectures in 3D Virtual Environments

An overview of behavioral aspects in virtual environments modelling is presented and some of the well-known behavior-oriented architectures are briefly presented and the agent-based one is detailed.

A Behavioral Perspective of Virtual Heritage Reconstruction

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Behavioural Virtual Agents

  • R. Aylett
  • Computer Science
    Artificial Intelligence Today
  • 1999
It is concluded that the use of behavioural architectures, in the robotic sense, to virtual agents has implications for the whole style in which a virtual world is modelled.

Applying artificial intelligence to virtual reality: Intelligent virtual environments

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Deep learning of biomimetic visual perception for virtual humans

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Intelligent Virtual Environments

A convergence has begun to take place between branches of advanced computing and research communities which, until recently, were quite separate — namely Artificial Intelligence (AI), Artificial Life (AL) and Virtual Reality (VR), or, as it is sometimes now known, Virtual Environments (VE).

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Synthetic Vision and Audition for Digital Actors

A simple real time structured sound renderer is presented that is used as audition channel for synthetic and real actors and synchronized sound track generator for video film productions.


This paper describes the mobile robot MANO together with its experimental behavioural architecture and presents several advanced topics related to the interplay of the physical, behavioural and cognitive levels of the architecture like integration of vision, navigation with selfpositioning, methodology of task implementation, and two original behavioural based knowledge representation approaches.

Perceptual modeling for the behavioral animation of fishes

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A vision-based approach to behavioural animation

An innovative way of animating actors at a high level based on the idea of displacement local automata (DLA), which is similar to the concept of a script for natural language processing, is presented.

Computer animation of knowledge-based human grasping

A three-phased scheme is presented which incorporates the role of the hand, the object, the environment and the animator and the implementation of a hand simulation system HANDS is discussed.

A Hand Control and Automatic Grasping System for Synthetic Actors

A completely automatic grasping system for synthetic actors based on a grasp taxonomy that can decide to use a pinch when the object is too small to be grasped by more than more than two fingers or toUse a two‐handed grasp when theobject is too large.

The HUMANOID Environment for Interactive Animation of Multiple Deformable Human Characters

We describe the HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans. We present the design of the system and the

A Multi-sensor Approach for Grasping and 3D Interaction

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This landmark book demonstrates artificial life in virtual reality and introduces new concepts such as artificial consciousness, presence, autonomy and perception.