Abstract
This paper identifies several key limitations in the representation, control, locomotion, and authoring of autonomous virtual humans that must be addressed to enter the new age of interactive virtual world applications. These limitations include simplified particle representations of agents which decouples control and locomotion, the lack of multi-modal perception in virtual environments, the need for multiple levels of control granularity, homogeneity in character animation, and monolithic agent architectures which cannot scale to complex multi-agent interactions and global narrative constraints. We present this broad perspective with the objective of providing the stimulus for an exciting new era of virtual human research.
Access provided by Autonomous University of Puebla. Download to read the full chapter text
Chapter PDF
Similar content being viewed by others
Keywords
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
References
Bee, M., Micheyl, C.: The cocktail party problem: What is it? how can it be solved? and why should animal behaviorists study it? Journal of Comparative Psychology 122(3), 235 (2008)
van den Berg, J., Lin, M.C., Manocha, D.: Reciprocal velocity obstacles for real-time multi-agent navigation. In: ICRA, pp. 1928–1935. IEEE (2008)
Chandak, A., Lauterbach, C., Taylor, M., Ren, Z., Manocha, D.: Ad-frustum: Adaptive frustum tracing for interactive sound propagation. IEEE TVCG 14(6), 1707–1722 (2008)
Chi, D., Costa, M., Zhao, L., Badler, N.: The emote model for effort and shape. In: SIGGRAPH 2000, pp. 173–182. ACM (2000)
Durupinar, F., Pelechano, N., Allbeck, J., Gudukbay, U., Badler, N.I.: How the ocean personality model affects the perception of crowds. IEEE CGA 31(3), 22–31 (2011)
Guy, S.J., Kim, S., Lin, M.C., Manocha, D.: Simulating heterogeneous crowd behaviors using personality trait theory. In: SCA 2011, pp. 43–52. ACM (2011)
Gygi, B., Kidd, G., Watson, C.: Similarity and categorization of environmental sounds. Attention, Perception, & Psychophysics 69(6), 839–855 (2007)
Henry, J., Shum, H.P.H., Komura, T.: Environment-aware real-time crowd control. In: SCA 2012. ACM, New York (2012)
Kallmann, M.: Shortest paths with arbitrary clearance from navigation meshes. In: SCA 2010, pp. 159–168. Eurographics (2010)
Kapadia, M., Singh, S., Reinman, G., Faloutsos, P.: A behavior-authoring framework for multiactor simulations. IEEE CGA 31(6), 45–55 (2011)
Kapadia, M., Singh, S., Hewlett, W., Faloutsos, P.: Egocentric affordance fields in pedestrian steering. In: I3D, pp. 215–223. ACM (2009)
Kapadia, M., Wang, M., Singh, S., Reinman, G., Faloutsos, P.: Scenario space: characterizing coverage, quality, and failure of steering algorithms. In: SCA 2011, pp. 53–62 (2011)
Kovar, L., Gleicher, M., Pighin, F.: Motion graphs. In: SIGGRAPH 2002, pp. 473–482. ACM, New York (2002)
Kristiansen, U.: Viggen: Computational methods in acoustics (2010)
Laban, R.: The Mastery of Movement. Northcote House Publishers Ltd. (1971)
Lamarche, F., Donikian, S.: Crowd of virtual humans: a new approach for real time navigation in complex and structured environments. In: CGF 23 (2004)
Lerner, A., Chrysanthou, Y., Lischinski, D.: Crowds by Example. Computer Graphics Forum 26(3), 655–664 (2007)
Likhachev, M., Ferguson, D.I., Gordon, G.J., Stentz, A., Thrun, S.: Anytime dynamic a*: An anytime, replanning algorithm. In: ICAPS, pp. 262–271 (2005)
Loyall, A.B., Bates, J., Mitchell, T.: Believable agents: Building interactive personalities. Tech. rep. (1997)
Mateas, M., Stern, A.: Facade: An experiment in building a fully-realized interactive drama. In: Game Developers Conference, GDC 2003 (2003)
McDonnell, R., Larkin, M., Dobbyn, S., Collins, S., O’Sullivan, C.: Clone attack! perception of crowd variety. In: SIGGRAPH 2008, pp. 26:1–26:8. ACM (2008)
Metoyer, R.A., Hodgins, J.K.: Reactive pedestrian path following from examples. In: CASA, vol. 20, pp. 149–156 (November 2003)
Mononen, M.: Recast: Navigation-mesh construction toolset for games (2009), http://code.google.com/p/recastnavigation/
Paris, S., Pettré, J., Donikian, S.: Pedestrian reactive navigation for crowd simulation: a predictive approach. In: Eurographics, vol. 26, pp. 665–674 (2007)
Paul, R., Charles, D., McNeill, M., McSherry, D.: MIST: An Interactive Storytelling System with Variable Character Behavior. In: Aylett, R., Lim, M.Y., Louchart, S., Petta, P., Riedl, M. (eds.) ICIDS 2010. LNCS, vol. 6432, pp. 4–15. Springer, Heidelberg (2010)
Pelechano, N., Allbeck, J.M., Badler, N.I.: Virtual Crowds: Methods, Simulation, and Control. Synthesis Lectures on Computer Graphics and Animation (2008)
Perlin, K., Goldberg, A.: Improv: a system for scripting interactive actors in virtual worlds. In: SIGGRAPH 1996, pp. 205–216. ACM, New York (1996)
Reynolds, C.W.: Flocks, herds and schools: A distributed behavioral model. In: SIGGRAPH 1987, pp. 25–34. ACM (1987)
Shapiro, A.: Building a Character Animation System. In: Allbeck, J.M., Faloutsos, P. (eds.) MIG 2011. LNCS, vol. 7060, pp. 98–109. Springer, Heidelberg (2011)
Shoulson, A., Badler, N.I.: Event-Centric Control for Background Agents. In: Si, M., Thue, D., André, E., Lester, J.C., Tanenbaum, J., Zammitto, V. (eds.) ICIDS 2011. LNCS, vol. 7069, pp. 193–198. Springer, Heidelberg (2011)
Singh, S., Kapadia, M., Faloutsos, P., Reinman, G.: An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms. In: Egges, A., Geraerts, R., Overmars, M. (eds.) MIG 2009. LNCS, vol. 5884, pp. 158–169. Springer, Heidelberg (2009)
Singh, S., Kapadia, M., Hewlett, B., Reinman, G., Faloutsos, P.: A modular framework for adaptive agent-based steering. In: I3D, pp. 141–150. ACM (2011)
Singh, S., Kapadia, M., Reinman, G., Faloutsos, P.: Footstep navigation for dynamic crowds. CAVW 22(2-3), 151–158 (2011)
Sud, A., Gayle, R., Andersen, E., Guy, S., Lin, M., Manocha, D.: Real-time navigation of independent agents using adaptive roadmaps. In: VRST 2007, pp. 99–106 (2007)
Sung, M., Kovar, L., Gleicher, M.: Fast and accurate goal-directed motion synthesis for crowds. In: SCA 2005, pp. 291–300. ACM, New York (2005)
Thalmann, D.: Crowd simulation. In: Wiley Encyclopedia of Computer Science and Engineering (2008)
Torrens, P., Li, X., Griffin, W.A.: Building Agent-Based Walking Models by Machine-Learning on Diverse Databases of Space-Time Trajectory Samples. Transactions in GIS 15, 67–94 (2011)
Vinayagamoorthy, V., Gillies, M., Steed, A., Tanguy, E., Pan, X., Loscos, C., Slater, M.: Building Expression into Virtual Characters. In: Eurographics STAR (2006)
Wiggins, J.S.: The Five-Factor Model of Personality: Theoretical Perspectives. The Guilford Press (1996)
Yu, Q., Terzopoulos, D.: A decision network framework for the behavioral animation of virtual humans. In: SCA 2007, pp. 119–128. Eurographics (2007)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Kapadia, M., Shoulson, A., Boatright, C.D., Huang, P., Durupinar, F., Badler, N.I. (2012). What’s Next? The New Era of Autonomous Virtual Humans. In: Kallmann, M., Bekris, K. (eds) Motion in Games. MIG 2012. Lecture Notes in Computer Science, vol 7660. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34710-8_16
Download citation
DOI: https://doi.org/10.1007/978-3-642-34710-8_16
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-34709-2
Online ISBN: 978-3-642-34710-8
eBook Packages: Computer ScienceComputer Science (R0)