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Life-Like Characters

Tools, Affective Functions, and Applications

  • Helmut Prendinger
  • Mitsuru Ishizuka

Part of the Cognitive Technologies book series (COGTECH)

Table of contents

  1. Front Matter
    Pages I-XI
  2. Introduction

    1. Front Matter
      Pages 1-1
    2. Helmut Prendinger, Mitsuru Ishizuka
      Pages 3-16
  3. Languages and Tools for Life-Like Characters

    1. Front Matter
      Pages 17-17
    2. Jan Allbeck, Norm Badler
      Pages 19-38
    3. Yasmine Arafa, Kaveh Kamyab, Ebrahim Mamdani
      Pages 39-63
    4. Berardina De Carolis, Catherine Pelachaud, Isabella Poggi, Mark Steedman
      Pages 65-85
    5. Zhisheng Huang, Anton Eliëns, Cees Visser
      Pages 87-109
    6. Andrew Marriott, Simon Beard
      Pages 111-134
    7. Michael Mateas, Andrew Stern
      Pages 135-161
    8. Justine Cassell, Hannes Högni Vilhjálmsson, Timothy Bickmore
      Pages 163-185
    9. Shin-ichi Kawamoto, Hiroshi Shimodaira, Tsuneo Nitta, Takuya Nishimoto, Satoshi Nakamura, Katsunobu Itou et al.
      Pages 187-211
    10. Helmut Prendinger, Santi Saeyor, Mitsuru Ishizuka
      Pages 213-242
  4. Systems and Applications

    1. Front Matter
      Pages 243-243
    2. Fiorella de Rosis, Berardina De Carolis, Valeria Carofiglio, Sebastiano Pizzutilo
      Pages 271-294
    3. Stacy Marsella, Jonathan Gratch, Jeff Rickel
      Pages 317-360
    4. Ana Paiva, Rui Prada, Isabel Machado, Carlos Martinho, Marco Vala, André Silva
      Pages 361-376
    5. Thomas Rist, Elisabeth André, Stephan Baldes, Patrick Gebhard, Martin Klesen, Michael Kipp et al.
      Pages 377-404
    6. Hozumi Tanaka, Takenobu Tokunaga, Yusuke Shinyama
      Pages 429-443
  5. Synopsis

  6. Back Matter
    Pages 469-479

About this book

Introduction

Life-like characters is one of the most exciting technologies for human-computer interface applications today. They convincingly take the roles of virtual presenters, synthetic actors and sales personas, teammates and tutors. A common characteristic underlying their life-likeness or believability as virtual conversational partners is computational models that provide them with affective functions such as synthetic emotions and personalities and implement human interactive behavior. The wide dissemination of life-like characters in multimedia systems, however, will greatly depend on the availability of control languages and tools that facilitate scripting of intelligent conversational behaviour. This book presents the first comprehensive collection of the latest developments in scripting and representation languages for life-like characters, rounded off with an in-depth comparison and synopsis of the major approaches. Introducing toolkits for authoring animated characters further supports the ease of use of this new interface technology.

Life-like characters being a vibrant research area, various applications have been designed and implemented. This book offers coverage of the most successful and promising applications, ranging from product presentation and student training to knowledge integration and interactive gaming. It also discusses the key challenges in the area and provides design guidelines for employing life-like characters.

Keywords

Animation Design Interface Personas agents behavior computer control emotion interaction knowledge multimedia multimedia systems presentation search engine marketing (SEM)

Editors and affiliations

  • Helmut Prendinger
    • 1
  • Mitsuru Ishizuka
    • 1
  1. 1.Dept. of Information and Communication Engineering, Graduate School of Information Science and TechnologyUniversity of TokyoTokyoJapan

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-662-08373-4
  • Copyright Information Springer-Verlag Berlin Heidelberg 2004
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Springer Book Archive
  • Print ISBN 978-3-642-05655-0
  • Online ISBN 978-3-662-08373-4
  • Series Print ISSN 1611-2482
  • Buy this book on publisher's site