Expressive Behaviors for Virtual Worlds

Abstract

A person's behavior provides significant information about their emotional state, attitudes, and attention. Our goal is to create virtual humans that convey such information to people while interacting with them in virtual worlds. The virtual humans must respond dynamically to the events surrounding them, which are fundamentally influenced by users' actions, while providing an illusion of human-like behavior. A user must be able to interpret the dynamic cognitive and emotional state of the virtual humans using the same nonverbal cues that people use to understand one another. Towards these goals, we are integrating and extending components from three prior systems: a virtual human architecture with a wide range of cognitive and motor capabilities, a model of task-oriented emotional appraisal and socially situated planning, and a model of how emotions and coping impact physical behavior. We describe the key research issues and approach in each of these prior systems, as well as our integration and its initial implementation in a leadership training system.

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Document Details

Document Type
Technical Report
Publication Date
Jan 01, 2004
Accession Number
AD1158549

Entities

People

  • Jeff Rickel
  • Jonathan Gratch
  • Stacy C. Marsella

Organizations

  • University of Southern California

Tags

Communities of Interest

  • Autonomy
  • Biomedical

DTIC Thesaurus Topics

  • Artificial Intelligence
  • Cognition
  • Cognitive Science
  • Computer Science
  • Human Behavior
  • Language
  • Mental Processes
  • Natural Languages
  • New York
  • Perception
  • Personality
  • Psychological Adaptation
  • Psychology
  • Reasoning
  • Recognition
  • Students
  • Teamwork
  • Thinking

Fields of Study

  • Psychology

Readers

  • Psychological Intervention/Treatment for Stress, Anxiety, PTSD, and Related Emotional and Cognitive Health Symptoms.
  • Systems Analysis and Design
  • Team-Based Human-Centered Cognitive Task Decision Making and Information Performance.