Skip to main content

Action Planning for Virtual Human Performances

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3805))

Abstract

We describe an action planning approach that integrates a system of autonomous dialogue engines with narration and presentation modules to create a multi-modal storytelling environment. The goal is to let multiple virtual and human participants act on equal footing in a story that allows interactions that are flexible, but also constrained to ensure the success of the narrative goals. The model allows to combine scripted and planned behavior. The state of the story goals is continuously reflected to the narration module to allow it a fine-grained control over the development of the story.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Carletta, J., Isard, A., Isard, S., Kowtko, J., Doherty-Sneddon, G., Anderson, A.: HCRC Dialogue Structure Coding Manual, Universities of Edinburgh and Glasgow (1996)

    Google Scholar 

  2. Göbel, S., Schneider, O., Iurgel, I., Feix, A., Knöpfle, C., Rettig, A.: VirtualHuman: Storytelling and Computer Graphics for a Virtual Human Platform. In: Göbel, S., Spierling, U., Hoffmann, A., Iurgel, I., Schneider, O., Dechau, J., Feix, A. (eds.) TIDSE 2004. LNCS, vol. 3105, pp. 79–88. Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  3. Hulstijn, J.: Dialogue Models for Inquiry and Transaction, PhD thesis, University of Twente, Sweden (2000)

    Google Scholar 

  4. Hulstijn, J.: Dialogue Games are Recipes for Joint Action. In: Proceedings of Gotalog Workshop on the Semantics and Pragmatics of Dialogues, Gothenburg, Sweden (2000)

    Google Scholar 

  5. Langer, M., Hülsken, F., Eckes, C.: Evaluation des T24-Demonstrators im BMBF-Forschungsprojekt “Virtual Human”, Technical Report 3, Fraunhofer-Institut für Medienkommunikation, St. Augustin, unpublished (2005)

    Google Scholar 

  6. Löckelt, M., Pfleger, N.: Multi-Party Interaction With Self-Contained Virtual Characters. In: Proceedings of the DIALOR workshop on the semantics and pragmatics of dialogue, LORIA, Nancy, France, pp. 139–143 (2005)

    Google Scholar 

  7. Mateas, M.: Interactive Drama, Art, and Artificial Intelligence. PhD Thesis, School of Computer Science, Carnegie Mellon University, Pittsburgh, PA (2002)

    Google Scholar 

  8. McBurney, P., Parsons, S.: Games that Agents Play: A Formal Framework for Dialogues Between Autonomous Agents. Journal of Logic, Language and Information 11(3), 315–334 (2002)

    Article  MATH  MathSciNet  Google Scholar 

  9. McBurney, P., Parsons, S.: Dialogue Games in Multi-Agent Systems. Journal of Informal Logic, Special Issue on Applications of Argumentation in Computer Science (2002)

    Google Scholar 

  10. Pfleger, N., Löckelt, M.: Synchronizing Dialogue Contributions of Human Users and Virtual Characters in a Virtual Reality Environment. In: Proceedings of the 9th European Conference on Speech Communication and Technology (INTERSPEECH), Lissabon, Portugal (2005) (to appear)

    Google Scholar 

  11. Riedl, M.O., Young, R.M.: Character-Focused Narrative Planning for Execution in Virtual Worlds. In: Balet, O., Subsol, G., Torguet, P. (eds.) ICVS 2003. LNCS, vol. 2897, pp. 47–56. Springer, Heidelberg (2003)

    Chapter  Google Scholar 

  12. Russell, S.J., Norvig, P.: Artificial Intelligence: A Modern Approach. Prentice Hall, Upper Saddle River (1995)

    MATH  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2005 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Löckelt, M. (2005). Action Planning for Virtual Human Performances. In: Subsol, G. (eds) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. ICVS 2005. Lecture Notes in Computer Science, vol 3805. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11590361_6

Download citation

  • DOI: https://doi.org/10.1007/11590361_6

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-30511-8

  • Online ISBN: 978-3-540-32285-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics