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pro vyhledávání: '"Norman Badler"'
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 9:64-70
We present ongoing work on PAStE, a system that supports a narrative director by describing a virtual world and managing the behavior of its characters. Rather than operating in the action domain of each individual actor, PAStE works at the scope of
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 12:155-161
A vast body of literature has dealt with the challenges of creating the impression of human appearance and human-like motion in the animation of game characters. In this paper, we further refine these efforts by creating a flexible environment for an
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 13:289-295
This paper explores new narrative generation paradigms for open world problems. We propose a speed-up variant of partial planner–accelerated partial order planner, that can automatically generate narratives for large plan spaces. To incorporate rea
Publikováno v:
2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames).
There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficultand challenging task. Skillfully rendered animation of
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 7:65-68
We present ongoing work on a system that accommodates player agency in a digital narrative with an external plot. We focus on key events that should occur in that storyline for dramatic effect, but do not explicitly specify the characters that should
Autor:
Ben Sunshine-Hill, Norman Badler
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 6:83-88
Real-time pedestrian simulation for open-world games involves aggressive behavior simplification and culling to keep computational cost under control, but it is diffficult to predict whether these techniques will become unrealistic in certain situati
th Welcome to the proceedings of the 10 International Conference on Intelligent Virtual Agents (IVA), held 20-22 September, 2010 in Philadelphia, Pennsylvania, USA. Intelligent Virtual Agents are interactive characters that exhibit human-like qualiti
There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for