2014
DOI: 10.1016/j.procs.2014.11.104
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An Architecture for Personality-based, Nonverbal Behavior in Affective Virtual Humanoid Character

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Cited by 12 publications
(5 citation statements)
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References 21 publications
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“…Gestures are a type of nonverbal movements used to convey an explicit message or accompany a verbal message. Gestures not only express a command or an instruction but a specific execution of the gesture can be an indicator of the person's psychophysiological states [57]. Although the use of nonverbal cues such as gestures make the interaction simpler and natural [58], culturally diverse gesture styles and the variety of words and pointing gestures used to indicate the same objects makes gesture recognition a challenge in ASA interaction.…”
Section: Interaction Through Gestures and Facial Expressionmentioning
confidence: 99%
“…Gestures are a type of nonverbal movements used to convey an explicit message or accompany a verbal message. Gestures not only express a command or an instruction but a specific execution of the gesture can be an indicator of the person's psychophysiological states [57]. Although the use of nonverbal cues such as gestures make the interaction simpler and natural [58], culturally diverse gesture styles and the variety of words and pointing gestures used to indicate the same objects makes gesture recognition a challenge in ASA interaction.…”
Section: Interaction Through Gestures and Facial Expressionmentioning
confidence: 99%
“…Currently, the following sensors are supported: all native YARP devices (serial, video, audio, etc. ), Microsoft Kinect (version 1 and 2), Leap Motion 17 , AnTS Overheard tracking [3], several motion capture systems (organic motion 17 http://leapmotion.com 21 , MAX (cycling74.com/products/max/), large-scale neuronal system simulator iqr 22 [4], and openFrameworks. 18 http://credo-interactive.com 19 http://unrealengine.com 20 http://mathworks.com…”
Section: M+m Componentsmentioning
confidence: 99%
“…[8]. In the concrete case elaborated here, the system is used to develop a biologically and psychologically grounded cognitive architecture for the control of nonverbal behavior of a virtual humanoid character during dynamic interactions with human users [21]. Figure 4 illustrates how the scenario integrates heterogeneous sensing and data processing with state-of-the art virtual human technology, and psychology and cognitive science grounded control models.…”
Section: System For Real-time Real-world Interaction Between Humans mentioning
confidence: 99%
“…In this manuscript, we present the "RealAct" (Saberi et al, 2015) model of personality-based behaviour regulation with the focus on the empirical evaluation of the model in realtime interaction between a simulated "Virtual Human" and a participant. In its current form, the model is purely non-verbal, meaning that it does not produce any verbal output or take any verbal input into account.…”
Section: Introductionmentioning
confidence: 99%