CSE 888: Modeling Behavior

Software

(courtesy of Yisheng Chen)

Partial Bibliography for Behavior

General Behavior

  1. J. Blumberg and T. Galyean, "Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments," Proceedings of SIGGRAPH 95, Computer Graphics Proceedings, Annual Conference Series, pp. 47-54 (August 1995, Los Angeles, Calif.). Addison-Wesley. Edited by Robert Cook. ISBN 0-201-84776-0.
  2. J. Dinerstein, P. Egbert, H. de Garis, N. Dinerstein, "Fast and Learnable Behavioral and Cognitive Modeling for Virtual Character Animation: Research Articles," Computer Animation and Virtual Worlds, Vol. 15, Issue 2, May 2004.
  3. D. Isla and B. Blumberg, "New Challenges for Character-Based AI in Games," Artificial Intelligence and Interactive Entertainment: Papers from the 2002 AAAI Spring Symposium, AAAI Press, 2002.
  4. J. Korein and N. Badler, "Techniques for Generating the Goal-Directed Motion of Articulated Structures," IEEE Computer Graphics and Applications, November 1982.
  5. K. Perlin and A. Goldberg, "Improv: A System for Scripting Interactive Actors in Virtual Worlds," Proc. SIGGRAPH 96, H. Rushmeier, ed., ACM Press, New York, 1996, pp. 205-216.
  6. W. Potts, "The Chorus Line Hypothesis of Maneuver Coordination in Avian Flocks," Nature, Vol. 309, May 1984, pp. 344-345.
  7. C. Reynolds, "Flocks, Herds, and Schools: A Distributed Behavioral Model," Computer Graphics (Proceedings of SIGGRAPH 87), 21 (4), pp. 25-34 (July 1987, Anaheim, Calif.). Edited by Maureen C. Stone.
  8. C. Reynolds, "Not Bumping into Things," Physically Based Modeling Course Notes, SIGGRAPH 88 (August 1988, Atlanta, Ga.), pp. G-1-G-13.
  9. S. Rymill and N. Dodgson, "A Psychologically-Based Simulation of Human Behavior," Theory and Practice of Computer Graphics 2005, pp. 25-42.
  10. B. Tomlinson, B. Blumberg, "Social Synthetic Characters," ACM SIGGRAPH Compputer Graphics, Vol. 36, Issue 2 (May 2002), pp. 5-7.
  11. X. Tu and D. Terzopoulos, "Artificial Fishes: Physics, Locomotion, Perception, Behavior," Proc. of ACM SIGGRAPH 94, Orlando, FL, July 1994, in ACM Computer Graphics Proceedings, 1994, pp. 43-50.
  12. D. Zeltzer, "Task Level Graphical Simulation: Abstraction, Representation and Control," in Making Them Move, edited by N. Badler, B. Barsky, and D. Zeltzer, Morgan Kaufmann, San Francisco, 1991.

Gestures and Expressions

  1. J. Cassell,H. Vilhjalmsson, T. Bickmore, "BEAT: the Behavior Expression Animation Toolkit," SIGGRAPH
  2. J. Cassell, C. Pelachaud, N. Badler, M.Steedman, B. Achorn, T. Becket, B. Douville, S. Prevost, M. Stone, "ANIMATED CONVERSATION; Rule-based Generation of Facial Expression, Gesture & Spoken Intonation for Multiple Conversational Agents, " SIGGRAPH 94.
  3. D. Chi, M. Costa, L. Zhao, N. Badler, "The EMOTE Model for Effort and Shape," Proceedings of SIGGGRAPH 2000, ACM Computer Graphics Annual Conference, New Orleans, Louisiana, 23-28 July, 2000, pp. 173-182.
  4. D. DeCarlo, M. Stone, "The Rutgers University Talking Head: RUTH," Rutgers Manual, www.cs.rutgers.edu/~village/ruth/ruthmanual10.pdf
  5. D. DeCarlo, C. Revilla, M. Stone, "Making Discourse Visible: Coding and Animating Conversational Facial Displays, "Proceedings of Computer Animation, 2002, p. 11-16.
  6. I. Poggi and C. Pelachaud,"Subtleties of Facial Expressions in Embodied Agents," Journal of Visualization and Computer Animation, 13(5), 2002, pp. 301-213.
  7. M. Stone, D. DeCarlo, I. Oh, C. Rodriguez, A. Stere, A. Lees, C. Bregler, "Speaking with Hands: Creating Animated Conversational Characters from Recordings of Human Performance," Proceedings of SIGGRAPH 2004.

Personality and Emotion

  1. A. Egges, S. Kshirsagar, N. Magnenat-Thalmann, "A Model for Personality and Emotion Simulation," Knowledge-Based Intelligent Information & Engineering Systems (KES2003), pp. 453-461, 2003.
  2. A. Egges, S. Kshirsagar, N. Magnenat-Thalmann, "Generic Personality and Emotion Simulation for Conversational Agents," Computer Animation and Virtual Worlds, 15(1), January 2004, p. 1-13.
  3. P. Ekman, "Universals and Cultural Differences in Facial Expressions of Emotion," in J. Cole (Ed.), Nebraska Symposium on Motivation 1971, (Vol. 19, pp. 207-283). Lincoln, NE: University of Nebrask Press, 1972.
  4. P. Ekman, "Basic Emotions," in Handbook of Cognition and Emotion, T. Dalgleish and M. Power, Eds. Sussex, U.K.: John Wiley & Sons, Ltd., 1999.
  5. H. Eysenck, "Biological Dimensions of Personality," In Handbook of Personality: Theory and Research, L. Pervin, Ed., New York, Guilford, 1990, pp. 244-276.
  6. K. Oatley and P. Johnson-Laird, "Towards a Cognitive Theory of the Emotions, Congition and Emotion, 1, pp. 29-50.
  7. A. Ortony, G. Clore, and A. Collins, The Cognitive Structure of Emotions, Cambridge University Press, Cambridge, U.K., 1988.
  8. N. Popkins, "The Five-Facor Model: Emergence of a Taxonomic Model for Personality Psychology," www.personalityresearch.org/papers/popkins.html, Sept. 2005.
  9. K. Wong, "Personality Model of a Believable and Socially Intelligent Character," M.Sc Thesis, University of Sheffield, 2004.

Vision and Memory

  1. S. Enrique, A. Watt, S. Maddock, F. Policarpo, "Using Synthetic Vision for Autonomous Non-Player Characters in Computer Games," 4th Argentine Symposium on Artificial Intelligence, Santa Fe, Argentina, 2002,
  2. J. Kuffner and J.C. Latombe, "Fast Synthetic Vision, Memory, and Learning Models for Virtual Humans," Proceedings of Computer Animation, 1999, pp. 118-127.
  3. H. Noser, O. Renault, D. Thalmann, N. Magnenat-Thalmann, "Navigation for Digital Actors based on Synthetic Vision, Memory and Learning," Computer and Graphics, Vol.19, No.1, 1995, pp. 7-19.

Crowds

    S. Banarjee, C. Grosan, and A. Abraham, "Modeling Crowd Behavior using Emotional Ants,"
  1. F. McKenzie, M. Petty, R. Kruszewski, R. Gaskins, Q-A. Nguyen, J. Seevinck and E. Weisel, "Crowd Modeling for Military Simulations Using Game Technology," SCS International Journal of Intelligent Games & Simulation (IJIGS). 2004.
  2. S. Musse and D. Thalmann, "A Behavioral Model for Real Time Simulation of Virtual Human Crowds,"
  3. A. Musse and D. Thalmann, "A Model of Human Crowd Behavior: Group Inter-Relationship and Collision Detection Analysis,"
  4. C. O'Sullivan, J. Cassell, H. Vilhjalmsson, S. Dobbyn, C. Peters, W. Leeson, T. Giang and J. Dingliana, "Crowd and Group Simulation with Levels of Detail for Geometry, Motion and Behavior," Third Irish Workshop on Computer Graphics, 2002.
  5. D. Paiva, R. Vieira, S. Musse "Ontology-based Crowd Simulation for Normal Life Situations," IEEE CGI 2005, Proceedings of Computer Graphics International, Stony Brook.
  6. W.Shao and D. Terzopoulos, "Autonomous Pedestrians," Symposium on Computer Animations, Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer Animation, Los Angeles, 2005, pp. 19-28.
  7. M. Sung, M. Gleicher and S. Chenney, "Scalable Behaviors for Crowd Simulation, Computer Graphics Forum, 23(3), 2004, Eurographics `04. A. Aubel, R. Boulic, D. Thalmann, "Animated Impostors for Real-time Display of Numerous Virtual Humans," Proceedings of the First International Conference on Virtual Worlds, 1998, pp. 14-28.
  8. D. Thalmann, S. Musse, M. Kallmann, "Virtual Humans' Behavior: Individuals, Groups, and Crowds," Proc. Digital Media Futures, Bradford, UK, April, 1999, pp. 13-15.
  9. B. Ulicny and D. Thalmann, "Crowd Simulation for Interactive Virtual Environments and VR training systems," Proceedings of Eurographics Workshop on Animation and Simulation, pp. 163-170, Springer-Verlag, 2001.