Braun, Norbert ; Rieger, Thomas (2003)
Expressiveness Generation for Virtual Characters, based on the Principles of Suspense Progression and Narrative Conflict.
IMC Workshop 2003. Proceedings.
Konferenzveröffentlichung, Bibliographie
Kurzbeschreibung (Abstract)
A method to provide a Virtual Character with explicit expressiveness information is described. Using a actor-action-based story generation system, we derive suspense- and conflict-information of a certain story. This suspense- and conflictinformation, so called Suspense Progression and Narrative Conflict, are used to enhance Speech Acts with content-related expressiveness information to so called Narrative Extended Speech Acts (NESA). The expressiveness information within the NESAs is used to control the facial expression and gesture expressiveness of a Virtual Character. The Virtual Character gestures are of sign language quality, the Virtual Character lip-movements are of lip-reading quality. The architecture of the Virtual Character system is scalable to the needs of several platforms, as it is agent based and therefore separable between server and mobile client systems.
Typ des Eintrags: | Konferenzveröffentlichung |
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Erschienen: | 2003 |
Autor(en): | Braun, Norbert ; Rieger, Thomas |
Art des Eintrags: | Bibliographie |
Titel: | Expressiveness Generation for Virtual Characters, based on the Principles of Suspense Progression and Narrative Conflict |
Sprache: | Englisch |
Publikationsjahr: | 2003 |
Verlag: | Fraunhofer IRB Verlag, Stuttgart |
Veranstaltungstitel: | IMC Workshop 2003. Proceedings |
Kurzbeschreibung (Abstract): | A method to provide a Virtual Character with explicit expressiveness information is described. Using a actor-action-based story generation system, we derive suspense- and conflict-information of a certain story. This suspense- and conflictinformation, so called Suspense Progression and Narrative Conflict, are used to enhance Speech Acts with content-related expressiveness information to so called Narrative Extended Speech Acts (NESA). The expressiveness information within the NESAs is used to control the facial expression and gesture expressiveness of a Virtual Character. The Virtual Character gestures are of sign language quality, the Virtual Character lip-movements are of lip-reading quality. The architecture of the Virtual Character system is scalable to the needs of several platforms, as it is agent based and therefore separable between server and mobile client systems. |
Freie Schlagworte: | Interactive storytelling, Virtual narrators, Emotion expression |
Fachbereich(e)/-gebiet(e): | 20 Fachbereich Informatik 20 Fachbereich Informatik > Graphisch-Interaktive Systeme |
Hinterlegungsdatum: | 16 Apr 2018 09:04 |
Letzte Änderung: | 16 Apr 2018 09:04 |
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