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dc.contributor.authorVinayagamoorthy, V.en_US
dc.contributor.authorGillies, M.en_US
dc.contributor.authorSteed, A.en_US
dc.contributor.authorTanguy, E.en_US
dc.contributor.authorPan, X.en_US
dc.contributor.authorLoscos, C.en_US
dc.contributor.authorSlater, M.en_US
dc.contributor.editorBrian Wyvill and Alexander Wilkieen_US
dc.date.accessioned2015-07-19T17:06:16Z
dc.date.available2015-07-19T17:06:16Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egst.20061052en_US
dc.description.abstractVirtual characters are an important part of many 3D graphical simulations. In entertainment or training applications, virtual characters might be one of the main mechanisms for creating and developing content and scenarios. In such applications the user may need to interact with a number of different characters that need to invoke specific responses in the user, so that the user interprets the scenario in the way that the designer intended. Whilst representations of virtual characters have come a long way in recent years, interactive virtual characters tend to be a bit "wooden" with respect to their perceived behaviour. In this STAR we give an overview of work on expressive virtual characters. In particular, we assume that a virtual character representation is already available, and we describe a variety of models and methods that are used to give the characters more "depth" so that they are less wooden and more plausible. We cover models of individual characters emotion and personality, models of interpersonal behaviour and methods for generating expression.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleBuilding Expression into Virtual Charactersen_US
dc.description.seriesinformationEurographics 2006 - State of the Art Reportsen_US
dc.description.sectionheadersen_US
dc.identifier.doi10.2312/egst.20061052en_US
dc.identifier.pages21-61en_US


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