TY - GEN
T1 - Improvisational Animation
AU - Perlin, Ken
AU - Goldberg, Athomas
N1 - Funding Information:
We'd like to thank the following people for their participation in the production of this video: Troy Downing, Cynthia Allen, Tom Laskawy, Rajesh Raichoudhury, Tim Cheung, Andruid Kerne, Ruggero Ruschioni, Clilly Castiglia, Kevin Ross, Bruce Spector, Manhattan Transfer/Edit, Silicon Graphics, Inc. and all the people at the Media Research Lab, the NYU Center for Digital Multimedia and the Laboratótio de Sistemas Integravels da Universidade de Sao Paulo.
Publisher Copyright:
© Copyright on this material is held by the author(s)
PY - 1996/4/18
Y1 - 1996/4/18
N2 - We are developing software tools for authoring real-time applications involving virtual actors. The actors have mood, presence and personality. They follow a script, using body language and gesture to convey an interactive story that has been scripted beforehand by an author. Scripts can contain random elements, so the same story is never told twice. As the story unfolds, end-users participate and become part of the story by controlling an actor, by interacting with actors, or by giving instructions to the story telling system. For example, as two actors are embroiled in an argument, a user might instruct his actor to leave the room, or to end the argument by conceding. The virtual actors adapt as changes in the story occur, using guidelines from their scripts to decide how to respond and behave. In this video, we present the history of our research in Improvisational Animation and discuss some of the principles involved in creating animated virtual actors who perform autonomously in real time and how this can be applied to the creation of compelling interactive experiences which allow for endless possibilities, yet always conform to the framework established by author and animator.
AB - We are developing software tools for authoring real-time applications involving virtual actors. The actors have mood, presence and personality. They follow a script, using body language and gesture to convey an interactive story that has been scripted beforehand by an author. Scripts can contain random elements, so the same story is never told twice. As the story unfolds, end-users participate and become part of the story by controlling an actor, by interacting with actors, or by giving instructions to the story telling system. For example, as two actors are embroiled in an argument, a user might instruct his actor to leave the room, or to end the argument by conceding. The virtual actors adapt as changes in the story occur, using guidelines from their scripts to decide how to respond and behave. In this video, we present the history of our research in Improvisational Animation and discuss some of the principles involved in creating animated virtual actors who perform autonomously in real time and how this can be applied to the creation of compelling interactive experiences which allow for endless possibilities, yet always conform to the framework established by author and animator.
KW - Agents
KW - Entertainment
KW - Networks
KW - Programming Environments
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=0029720869&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=0029720869&partnerID=8YFLogxK
U2 - 10.1145/257089.257403
DO - 10.1145/257089.257403
M3 - Conference contribution
AN - SCOPUS:0029720869
T3 - Conference on Human Factors in Computing Systems - Proceedings
SP - 412
EP - 413
BT - CHI 1996 - Conference Companion on Human Factors in Computing Systems
A2 - Tauber, Michael J.
PB - Association for Computing Machinery
T2 - 1996 Conference Companion on Human Factors in Computing Systems, CHI 1996
Y2 - 13 April 1996 through 18 April 1996
ER -