Center for Human Modeling and Simulation
Document Type
Journal Article
Date of this Version
October 1994
Abstract
In the creation of synthetic computer characters, the creators shouldn't have to create or control every move of their life like human agents: for example, during the progress of a search or planning system, responding to knowledge based queries, or portraying autonomous agents during real-time virtual environment simulations. For these automated characters we must generate behavior on the basis of rules abstracted from the study of human behavior.
Recommended Citation
Cassell, J., Pelachaud, C., Badler, N. I., & Steedman, M. (1994). Automatically Generating Conversational Behaviors in Animated Agents. Retrieved from https://repository.upenn.edu/hms/57
Date Posted: 24 July 2007
Comments
Copyright Massachusetts Institute of Technology. Presented at Lifelike Computer Characters, October 1994.