Overview
- A reference book on scripting/representation languages for life-like characters
- Includes in-depth descriptions of the most relevant applications
- Includes supplementary material: sn.pub/extras
Part of the book series: Cognitive Technologies (COGTECH)
Access this book
Tax calculation will be finalised at checkout
Other ways to access
Table of contents (20 chapters)
-
Introduction
-
Languages and Tools for Life-Like Characters
-
Systems and Applications
Keywords
About this book
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.
Editors and Affiliations
Bibliographic Information
Book Title: Life-Like Characters
Book Subtitle: Tools, Affective Functions, and Applications
Editors: Helmut Prendinger, Mitsuru Ishizuka
Series Title: Cognitive Technologies
DOI: https://doi.org/10.1007/978-3-662-08373-4
Publisher: Springer Berlin, Heidelberg
-
eBook Packages: Springer Book Archive
Copyright Information: Springer-Verlag Berlin Heidelberg 2004
Hardcover ISBN: 978-3-540-00867-5Published: 24 November 2003
Softcover ISBN: 978-3-642-05655-0Published: 22 October 2010
eBook ISBN: 978-3-662-08373-4Published: 09 March 2013
Series ISSN: 1611-2482
Series E-ISSN: 2197-6635
Edition Number: 1
Number of Pages: XII, 480
Topics: User Interfaces and Human Computer Interaction, Artificial Intelligence, Computer Graphics, Media Design