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GAMEON
2000
13 years 9 months ago
Artificial Life Techniques for Generating Controllers for Physically Modelled Characters
The realistic physical modelling of characters in games and virtual worlds is becoming a viable alternative to more traditional animation techniques. Physical modelling can enhanc...
Tim Taylor
COGSCI
2010
104views more  COGSCI 2010»
13 years 7 months ago
Space and Time in the Child's Mind: Evidence for a Cross-Dimensional Asymmetry
What is the relationship between space and time in the human mind? Studies in adults show an asymmetric relationship between mental representations of these basic dimensions of ex...
Daniel Casasanto, Olga Fotakopoulou, Lera Borodits...
IJSC
2008
161views more  IJSC 2008»
13 years 7 months ago
Automatic Generation of Gaze and Gestures for Dialogues between Embodied Conversational Agents
In this paper we introduce a system that automatically adds different types of non-verbal behavior to a given dialogue script between two virtual embodied agents. It allows us to t...
Werner Breitfuss, Helmut Prendinger, Mitsuru Ishiz...
IWC
2006
165views more  IWC 2006»
13 years 7 months ago
Cross-cultural differences in recognizing affect from body posture
Conveyance and recognition of human emotion and affective expression is influenced by many factors, including culture. Within the user modeling field, it has become increasingly n...
Andrea Kleinsmith, P. Ravindra De Silva, Nadia Bia...
COGSCI
2004
62views more  COGSCI 2004»
13 years 7 months ago
Using movement and intentions to understand simple events
In order to understand ongoing activity, observers segment it into meaningful temporal parts. Segmentation can be based on bottom-up processing of distinctive sensory characterist...
Jeffrey M. Zacks