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Improv: a system for scripting interactive actors in virtual worlds
Abstract
Improv is a system for the creation of real−time behavior−based animated actors. There have been several recent efforts to build network distributed autonomous agents. But in general these efforts do not focus on the author’s view. To create rich interactive worlds inhabited by believable animated actors, authors need the proper tools. Improv provides tools to create actors that respond to users and to each other in real−time, with personalities and moods consistent with the author’s goals and intentions. Improv consists of two subsystems. The first subsystem is an Animation Engine that uses procedural techniques to enable authors to create layered, continuous, non−repetitive motions and smooth transitions between them. The second subsystem is a Behavior Engine that enables authors to create sophisticated rules governing how actors communicate, change, and make decisions. The combined system provides an integrated set of tools for authoring the minds and bodies of interactive actors. The system uses an english−style scripting language so that creative experts who are not primarily programmers can create powerful interactive applications.
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Cites
A robust layered control system for a mobile robot
Brooks, R. (1986) · IEEE Journal on Robotics and Automation · doi:10.1109/jra.1986.1087032 · Cited by 7,799
Cited by
Kovar, L., Gleicher, M., & Pighin, F. (2008) · ACM SIGGRAPH 2008 classes · doi:10.1145/1401132.1401202 · Cited by 1,052
BEAT: the Behavior Expression Animation Toolkit
Cassell, J., Vilhjálmsson, H. H., & Bickmore, T. (2001) · Proceedings of the 28th annual conference on Computer graphics and interactive techniques · doi:10.1145/383259.383315 · Cited by 739
Narrative Planning: Balancing Plot and Character
Riedl, M. O., & Young, R. M. (2010) · Journal of Artificial Intelligence Research · doi:10.1613/jair.2989 · Cited by 522
Rezwana, J., & Maher, M. L. (2023) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3519026 · Cited by 342
Mirowski, P., Mathewson, K. W., Pittman, J., & Evans, R. (2023) · Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581225 · Cited by 240
“Automatic generation of stories with dialogue has been used to populate digital worlds in video games, interactive narratives, entertainment, virtual worlds [82], artistic performances [48], improvised theatre [10, 70, 75], short film scripts like Sunspring in 2016, song music lyrics for musical Beyond the Fence in 20…”
Method
Metadata
- Authors
- Perlin, K., & Goldberg, A.
- Venue
- Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
- Publisher
- ACM
- Published
- 1996-08
- Pages
- 205-216
- OpenAlex
- W2062165658
- Cited by
- 650
- References
- 1
- FWCI
- 67.83
- Type
- conference paper
- Language
- en
- Open access
- closed
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- Perlin, K., & Goldberg, A. (1996). Improv: a system for scripting interactive actors in virtual worlds. Proceedings of the 23rd annual conference on Computer graphics and interactive techniques. https://doi.org/10.1145/237170.237258
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.