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Agents Animations Avatars

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The study is to proceed on the basis of the conjecture ... Cloaca. foto: Dirk Pauwels. 3. Cognitive Science. Mindware. Leibniz. George Boole. Charles Babbage ... – PowerPoint PPT presentation

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Title: Agents Animations Avatars


1
AgentsAnimationsAvatars
  • AKI-minor
  • 2001-2002

2
Virtual Humans Computer Science
  • Graphics
  • algorithms
  • Human Computer Interaction
  • interfaces
  • Artificial Intelligence
  • rational agents

3
Overzicht
  • Kunstmatige Intelligentie
  • Clockwork bodies
  • Cognitive Science
  • Modellen van Emoties
  • Digitale lichamen
  • Agents
  • Animations
  • Avatars

4
Artificial Intelligence
  • The study is to proceed on the basis of the
    conjecture that every aspect of learning or any
    other feature of intelligence can in principle be
    so precisely described that a machine can be made
    to simulate it.
  • Mc Corduck 1979

5
Aims
  • Produce on a computer, a pattern of output that
    would be considered intelligent if displayed by
    human beings.
  • Program test of a particular theory of how a
    cognitive process might work.
  • Strong AI the appropriately programmed computer
    is a mind.

6
2
  • Clockwork bodies

7
Mechanics
  • René Descartes (1596-1650)
  • interested in automata that could simulate the
    human body
  • non-human animals are like machines
  • Julian Offray de la Mettrie (1747)
  • the brain is subject to study and duplication
  • Jacques de Vaucanson
  • mechanical flute players, ducks

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13
Wim Delvoy Cloaca foto Dirk Pauwels
14
3
  • Cognitive Science

15
Mindware
  • Leibniz
  • George Boole
  • Charles Babbage
  • Alan Turing
  • John von Neumann
  • Calculemus
  • Laws of thought
  • Calculating Engines
  • Turing Machine
  • Computer Architecture

16
Intelligence
  • Software versus Hardware Agents (robots)
  • Agent
  • Agency active behavior
  • Rational actions
  • Autonomy versus Control
  • Cognition beliefs - desires - intentions (plans)
  • Perception - Interpretation - Action
  • Emotional Intelligence

17
Intelligence Problem solving
  • Chess
  • Measured as with IQ tests
  • Solve Logic puzzles
  • Learning
  • Expert Systems medical diagnosis
  • Knowledge of the world Cyc
  • Drawing conclusions

18
Turing test (1950)
  • I propose to consider the question Can machines
    think? This should begin with definitions of the
    terms machine and think.
  • Instead of attempting such a definition I shall
    replace the question by another, which is closely
    related to it and is expressed in relatively
    unambiguous words.
  • The new form of the problem can be described in
    terms of a game which we call the imitation
    game.

19
Embodied Conversational Agent
  • Agent
  • autonomous
  • rational
  • software
  • Conversational
  • Natural Language Dialogues
  • Embodied
  • Non-Verbal Communication

20
Face-to-face Conversations
  • Highly contextualized form of language use
  • Employing several channels simultaneously
  • Type of joint action by multiple individuals
  • Complex process of managing interactions
  • Structured by a number of conventions or rules

21
Gaze Behavior
22
Gaze Detection
23
Interaction in VR Agents
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4
  • Modellen van Emoties

26
5
  • Digital Bodies

27
GOTO WELBO
28
JACOB Teaching Agent
  • Teaches Towers of Hanoi
  • Monitors user, corrects and interacts about
    progress
  • Demonstrates when asked

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32
ANANOVA
  • Virtual newscaster
  • 28 years old, 5 ft 8 ins tall
  • Passion for news and information
  • Loves football and cricket (statistics)
  • Knows she is different and understands her
    limitations
  • Fear of electronic bugs
  • Struggles with concepts like love and hate

33
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34
Interactions in VR Agents
Jennifer James, a saleswoman Specific domain
knowledge Superficial global knowledge Builds
relationships of affection, trust and loyalty
with her customers
35
Lara Croft
36
Kirsten Geisler
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Webbie Tookay
39
KYOKO DATE
  • Walking, talking, virtual girl
  • Launched in 1996 by HoriPro Inc., Japan,
  • Made by Visual Science Laboratory
  • CD single Love Communication

40
Virtual Idols Kyoko Date
  • parents run a sushi bar
  • likes reading manga
  • works part-time fast food restaurant

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Idea
  • The avatars in this version attempt to automate
    gaze and basic hand motion during a three-way
    conversation.
  • The only input is the text typed by the users, no
    avatar control is needed.

43
Mechanism
  • Touch the keyboard
  • preparation for typing a message
  • your avatar shows a "wanting-turn" behavior.
  • Delivering the message,
  • your avatar first looks away from listeners
    ("planning phase"),
  • starts speaking and gesturing
  • and then ends by looking at the next speaker.
  • The next speaker is by default the one the user
    took the turn from.
  • If another listener has indicated they want the
    turn in thE meantime, that user becomes the next
    speaker.
  • If the current speaker expicitly names a person
    that is present, that person is offered the turn.

44
GOTO BODYCHAT
45
GOTO SYNTHETIC CHARACTERS
46
Concluderend
  • Kunstmatige Intelligentie
  • Kunstmensen
  • Autonomie of Animatie
  • Agent of Avatar
  • Interactie Mens-Machine
  • Modellen en Simulaties
  • Techniek - Cultuur
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