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Expressiveness Generation for Virtual Characters, based on the Principles of Suspense Progression and Narrative Conflict

Braun, Norbert ; Rieger, Thomas (2003):
Expressiveness Generation for Virtual Characters, based on the Principles of Suspense Progression and Narrative Conflict.
pp. 113-120, Fraunhofer IRB Verlag, Stuttgart, IMC Workshop 2003. Proceedings, [Conference or Workshop Item]

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.

Item Type: Conference or Workshop Item
Erschienen: 2003
Creators: Braun, Norbert ; Rieger, Thomas
Title: Expressiveness Generation for Virtual Characters, based on the Principles of Suspense Progression and Narrative Conflict
Language: English
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.

Publisher: Fraunhofer IRB Verlag, Stuttgart
Uncontrolled Keywords: Interactive storytelling, Virtual narrators, Emotion expression
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Event Title: IMC Workshop 2003. Proceedings
Date Deposited: 16 Apr 2018 09:04
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