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Life-Like Characters

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Cover of 'Life-Like Characters'

Table of Contents

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    Book Overview
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    Chapter 1 Introducing the Cast for Social Computing: Life-Like Characters
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    Chapter 2 Representing and Parameterizing Agent Behaviors
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    Chapter 3 Toward a Unified Scripting Language: Lessons Learned from Developing CML and AML
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    Chapter 4 APML, a Markup Language for Believable Behavior Generation
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    Chapter 5 STEP: a Scripting Language for Embodied Agents
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    Chapter 6 gUI: Specifying Complete User Interaction
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    Chapter 7 A Behavior Language: Joint Action and Behavioral Idioms
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    Chapter 8 BEAT: the Behavior Expression Animation Toolkit
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    Chapter 9 Galatea: Open-Source Software for Developing Anthropomorphic Spoken Dialog Agents
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    Chapter 10 MPML and SCREAM: Scripting the Bodies and Minds of Life-Like Characters
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    Chapter 11 Great Expectations: Prediction in Entertainment Applications
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    Chapter 12 Shallow and Inner Forms of Emotional Intelligence in Advisory Dialog Simulation
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    Chapter 13 Web Information Integration Using Multiple Character Agents
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    Chapter 14 Expressive Behaviors for Virtual Worlds
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    Chapter 15 Playing with Agents — Agents in Social and Dramatic Games
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    Chapter 16 A Review of the Development of Embodied Presentation Agents and Their Application Fields
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    Chapter 17 Interface Agents That Facilitate Knowledge Interactions Between Community Members
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    Chapter 18 Animated Agents Capable of Understanding Natural Language and Performing Actions
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    Chapter 19 What Makes Characters Seem Life-Like
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    Chapter 20 Some Issues in the Design of Character Scripting and Specification Languages — a Personal View
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Title
Life-Like Characters
Published by
Springer-Verlag Berlin Heidelberg, January 2004
DOI 10.1007/978-3-662-08373-4
ISBNs
978-3-66-208373-4, 978-3-54-000867-5, 978-3-64-205655-0
Editors

Helmut Prendinger, Mitsuru Ishizuka

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