CSE 888: Modeling Behavior
Software
(courtesy of Yisheng Chen)
Partial Bibliography for Behavior
General Behavior
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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.
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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.
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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.
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J. Korein and N. Badler, "Techniques for Generating the Goal-Directed Motion of Articulated Structures," IEEE Computer Graphics and Applications, November 1982.
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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.
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W. Potts, "The Chorus Line Hypothesis of Maneuver Coordination in Avian Flocks," Nature, Vol. 309, May 1984, pp. 344-345.
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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.
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C. Reynolds, "Not Bumping into Things," Physically Based Modeling Course Notes, SIGGRAPH 88 (August 1988, Atlanta, Ga.), pp. G-1-G-13.
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S. Rymill and N. Dodgson, "A Psychologically-Based Simulation of Human Behavior," Theory and Practice of Computer Graphics 2005, pp. 25-42.
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B. Tomlinson, B. Blumberg, "Social Synthetic Characters," ACM SIGGRAPH Compputer Graphics, Vol. 36, Issue 2 (May 2002), pp. 5-7.
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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.
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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
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J. Cassell,H. Vilhjalmsson, T. Bickmore, "BEAT: the Behavior Expression Animation Toolkit," SIGGRAPH
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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.
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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.
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D. DeCarlo, M. Stone, "The Rutgers University Talking Head: RUTH," Rutgers Manual, www.cs.rutgers.edu/~village/ruth/ruthmanual10.pdf
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D. DeCarlo, C. Revilla, M. Stone, "Making Discourse Visible: Coding and Animating Conversational Facial Displays, "Proceedings of Computer Animation, 2002, p. 11-16.
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I. Poggi and C. Pelachaud,"Subtleties of Facial Expressions in Embodied Agents," Journal of Visualization and Computer Animation, 13(5), 2002, pp. 301-213.
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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
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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.
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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.
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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.
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P. Ekman, "Basic Emotions," in Handbook of Cognition and Emotion, T. Dalgleish and M. Power, Eds. Sussex, U.K.: John Wiley & Sons, Ltd., 1999.
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H. Eysenck, "Biological Dimensions of Personality," In Handbook of Personality: Theory and Research, L. Pervin, Ed., New York, Guilford, 1990, pp. 244-276.
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K. Oatley and P. Johnson-Laird, "Towards a Cognitive Theory of the Emotions, Congition and Emotion, 1, pp. 29-50.
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A. Ortony, G. Clore, and A. Collins, The Cognitive Structure of Emotions, Cambridge University Press, Cambridge, U.K., 1988.
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N. Popkins, "The Five-Facor Model: Emergence of a Taxonomic Model for Personality Psychology," www.personalityresearch.org/papers/popkins.html, Sept. 2005.
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K. Wong, "Personality Model of a Believable and Socially Intelligent Character," M.Sc Thesis, University of Sheffield, 2004.
Vision and Memory
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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,
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J. Kuffner and J.C. Latombe, "Fast Synthetic Vision, Memory, and Learning Models for Virtual Humans," Proceedings of Computer Animation, 1999, pp. 118-127.
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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,"
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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.
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S. Musse and D. Thalmann, "A Behavioral Model for Real Time Simulation of Virtual Human Crowds,"
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A. Musse and D. Thalmann, "A Model of Human Crowd Behavior: Group Inter-Relationship and Collision Detection Analysis,"
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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.
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D. Paiva, R. Vieira, S. Musse "Ontology-based Crowd Simulation for Normal Life Situations," IEEE CGI 2005, Proceedings of Computer Graphics International, Stony Brook.
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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.
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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.
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D. Thalmann, S. Musse, M. Kallmann, "Virtual Humans' Behavior: Individuals, Groups, and Crowds," Proc. Digital Media Futures, Bradford, UK, April, 1999, pp. 13-15.
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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.