Real-time Animation and Motion Retargeting of Virtual Characters Based on Single RGB-D Camera

Author(s):  
Ning Kang ◽  
Junxuan Bai ◽  
Junjun Pan ◽  
Hong Qin
2006 ◽  
Vol 5 (2) ◽  
pp. 25-30 ◽  
Author(s):  
Christian Knöpfle ◽  
Yvonne Jung

In this paper, we will explain our approach to create and animate virtual characters for real-time rendering applications in an easy and intuitive way. Furthermore we show a way how to develop interactive storylines for such real-time environments involving the created characters. We outline useful extensions for character animation based on the VRML97 and X3D standards and describe how to incorporate commercial tools for an optimized workflow. These results were developed within the Virtual Human project. An overview of the project is included in this paper


2010 ◽  
Vol 2010 ◽  
pp. 1-12 ◽  
Author(s):  
Li Zhang ◽  
John Barnden

We report our developments on metaphor and affect sensing for several metaphorical language phenomena including affects as external entities metaphor, food metaphor, animal metaphor, size metaphor, and anger metaphor. The metaphor and affect sensing component has been embedded in a conversational intelligent agent interacting with human users under loose scenarios. Evaluation for the detection of several metaphorical language phenomena and affect is provided. Our paper contributes to the journal themes on believable virtual characters in real-time narrative environment, narrative in digital games and storytelling and educational gaming with social software.


Author(s):  
Hua-wei Pan ◽  
Xu-dong Hou ◽  
Chun-ming Gao ◽  
Yuan Lei

2008 ◽  
Vol 27 (3) ◽  
pp. 1-11 ◽  
Author(s):  
Chris Hecker ◽  
Bernd Raabe ◽  
Ryan W. Enslow ◽  
John DeWeese ◽  
Jordan Maynard ◽  
...  

2020 ◽  
Vol 6 (4) ◽  
pp. 43-54 ◽  
Author(s):  
Martin Klesen ◽  
Patrick Gebhard

In this paper we report about the use of computer generated affect to control body and mind of cognitively modeled virtual characters. We use the computational model of affect ALMA that is able to simulate three different affect types in real-time. The computation of affect is based on a novel approach of an appraisal language. Both the use of elements of the appraisal language and the simulation of different affect types has been evaluated. Affect is used to control facial expressions, facial complexions, affective animations, posture, and idle behavior on the body layer and the selection of dialogue strategies on the mind layer. To enable a fine-grained control of these aspects a Player Markup Language (PML) has been developed. The PML is player-independent and allows a sophisticated control of character actions coordinated by high-level temporal constraints. An Action Encoder module maps the output of ALMA to PML actions using affect display rules. These actions drive the real-time rendering of affect, gesture and speech parameters of virtual characters, which we call Virtual Humans. 


Author(s):  
Chris Hecker ◽  
Bernd Raabe ◽  
Ryan W. Enslow ◽  
John DeWeese ◽  
Jordan Maynard ◽  
...  

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