Simulating human behaviors: Instructions, models, and parameterized actions
Norman I. Badler
Abstract
Recently there has been considerable maturation in understanding how to use
computer graphics technology to portray 3D virtual human agents. Unlike the
off-line, animator-intensive methods used in the special effects industry,
such real-time agents are expected to exist and interact with us "live." They
can be represent other people or function in a virtual environment as autonomous
helpers, teammates, or adversaries enabling novel interactive educational and
training applications. Real people and virtual humans should be able to interact
and communicate non-verbally, intentionally or not, through facial expressions,
eye gaze, and gesture. We study such issues, including consistent parameterizations
for gesture and facial actions using movement observation principles and visual
attention and perception models. We developed a Parameterized Action Representation
(PAR) that embodies certain semantics of human action and allows an agent to
act, plan, and reason about its actions or actions of others. PAR is also designed
for instructing future behaviors for autonomous agents and aggregates, and for
controlling animation parameters that can individualize embodied agents. Group
behaviors are additionally conditioned on agent roles and interpersonal communications.
We also design instruction presentation and execution systems to facilitate
virtual task training. We just started new projects to author instructions
by direct performance.