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473 Pages·2004·13.054 MB·English
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Cognitive Technologies Managing Editors: D.M. Gabbay J. Siekmann Editorial Board: A. Bundy J.G. Carbonell M. Pinkal H. Uszkoreit M. Veloso W. Wahlster M. J. Wooldridge Advisory Board: Luigia Carlucci Aiello John Lloyd Franz Baader Alan Mackworth Wolfgang Bibel Mark Maybury Leonard Bole Tom Mitchell Craig Boutilier Johanna D. Moore Ron Brachman Stephen H. Muggleton Bruce G. Buchanan Bernhard Nebel Luis Farinas del Cerro Sharon Oviatt Anthony Cohn Luis Pereira Koichi Furukawa LuRuqian Georg Gottlob Stuart Russell Patrick J. Hayes Erik Sandewall James A. Hendler Luc Steels Anthony Jameson Oliviero Stock Nick Jennings Peter Stone Aravind K. Joshi Gerhard Strube HansKamp Katia Sycara Martin Kay Milind Tambe Hiroaki Kitano Hidehiko Tanaka Robert Kowalski Sebastian Thrun Sarit Kraus Junichi Tsujii Kurt Van Lehn Andrei Voronkov Maurizio Lenzerini Toby Walsh Hector Levesque Bonnie Webber Springer-Verlag Berlin Heidelberg GmbH Helmut Prendinger Mitsuru Ishizuka (Eds.) Life-Like Characters Tools, Affective Functions, and Applications With 170 Figures and 9 Tables ~Springer Editors Helmut Prendinger Mitsuru Ishizuka Dept. of Information and Communication Engineering Graduate School oflnformation Science and Technology University of Tokyo, 7-3-1, Hongo, Bunkyo-ku, Tokyo 113-8656, Japan Managing Editors Prof. Dov M. Gabbay Augustus De Morgan Professor of Logic Department of Computer Science, King's College London Strand, London WC2R 2LS, UK Prof. Dr. Jorg Siekmann Forschungsbereich Deduktions-und Multiagentensysteme, DFKI Stuhlsatzenweg 3, Geb. 43,66123 Saarbriicken, Germany Library of Congress Cataloging-in-Publication Data Life-like characters: tools, affective functions, and applications I Helmut Prendinger, Mitsuru Ishi zuka (eds.) p. em. -(Cognitive technologies) Includes bibliographical references and index. ISBN 978-3-642-05655-0 ISBN 978-3-662-08373-4 (eBook) DOI 10.1007/978-3-662-08373-4 1. Intelligent agents (Computer software) I. Prendinger, Helmut, 1967- II. Ishizuka, Mitsuru, 1948- III. Series. QA76.76.158L55 2004 006.3-dc22 2003061492 ACM Computing Classification (1998): H.5.1, 1.2 ISSN 1611-2482 ISBN 978-3-642-05655-0 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilm or in any other way, and storage in data banks. Duplica tion of this publication or parts thereof is permitted only under the provisions of the German copyright law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer-Verlag Berlin Heidelberg GmbH. Violations are liable for prosecution under the German Copyright Law. springeronline.com © Springer-Verlag Berlin Heidelberg 2004 Originally published by Springer-Verlag Berlin Heidelberg New York in 2004 Softcover reprint of the hardcover I st edition 2004 The use of general descriptive names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. Cover design: KiinkelLopka, Heidelberg Typesetting: Camera-ready by authors Printed on acid-free paper 45/3142 PS-54 3 2 I 0 In memory of Jeff Rickel, 1963-2003 Preface With computers becoming an integral part of virtually all activities in our daily lives, how can we have effective and efficient, or simply natural and en joyable, interactions with computers? One of the most promising technologies is life-like characters - embodied agents apparently living on the screens of computational devices - that invite us to communicate with them in familiar ways and even establish socio-emotional relationships. While embodied agents are becoming increasingly important as virtual tutors, sales persona, guides, advisors, teammates, and personal representa tives, the mechanisms and design issues underlying successful character-based applications are still not well understood and specification and representation languages for believable character behavior are hard to access and use. This book is a collection of both academic and corporate endeavors de scribing powerful and mostly freely available scripting languages and tools for controlling life-like behavior and systems that demonstrate the potential of life-like characters in a wide range of application fields. Affective functions, the key ingredient of life-likeness, are a common topic of all chapters. The contributions have been carefully chosen and peer reviewed among authors. The chapter in Part I of this book introduces and motivates the topic, Part II contains chapters describing languages and tools for character control, and Part III is dedicated to character systems and applications. In Part IV, two leading experts in the field address the core themes of this book in the form of a synopsis. An Internet link to electronic material accompanying the chapters can be found in the Appendix. We would like to thank the Japan Society for the Promotion of Science (JSPS) for their generous support under the Research Grant (1999-2003) for the Future Program. Our special thanks go to Dr. Paolo Petta of the Aus trian Research Institute for Artificial Intelligence who provided great encour agement to publish a book on life-like characters. Thanks also to M.Eng. Ju nichiro Mori for his patient assistance in the preparation of the manuscript. VIII Preface We are especially grateful to Ms. Ingeborg Mayer and Mr. Alfred Hof mann of Springer-Verlag, for offering invaluable help and providing optimal conditions to publish this book. It is our hope that this book will serve as a valuable guide to the successful design of life-like character applications for researchers and practitioners alike. We also hope that the scripting languages discussed in the book will be a milestone in the development of a standardized language for life-like character control. Finally, we hope that our book will ignite the interest of the broader community concerned with making interactions with computers more natural by using life-like characters as the technology of choice. Tokyo, Helmut Prendinger June 2003 Mitsuru Ishizuka Contents Part I Introduction Introducing the Cast for Social Computing: Life-Like Characters Helmut Prendinger, Mitsuru Ishizuka............................... 3 Part II Languages and Tools for Life-Like Characters Representing and Parameterizing Agent Behaviors Jan Allbeck, Norm Badler.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Toward a Unified Scripting Language: Lessons Learned from Developing CML and AML Yasmine Amja, Kaveh Kamyab, Ebrahim Mamdani .................. 39 APML, a Markup Language for Believable Behavior Generation Bemrdina De Carolis, Catherine Pelachaud, Isabella Poggi, Mark Steedman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 STEP: a Scripting Language for Embodied Agents Zhisheng Huang, Anton Eliens, Gees Visser ......................... 87 gUI: Specifying Complete User Interaction Andrew Marriott, Simon Beard .................................... 111 A Behavior Language: Joint Action and Behavioral Idioms Michael Mateas, Andrew Stern ..................................... 135 BEAT: the Behavior Expression Animation Toolkit Justine Cassell, Hannes Hogni Vilhjalmsson, Timothy Bickmore ....... 163 X Contents Galatea: Open-Source Software for Developing Anthropomorphic Spoken Dialog Agents Shin-ichi Kawamoto, Hiroshi Shimodaira, Tsuneo Nitta, Takuya Nishimoto, Satoshi Nakamura, Katsunobu Itou, Shigeo Morishima, Tatsuo Yotsukura, Atsuhiko Kai, Akinobu Lee, Yoichi Yamashita, Takao Kobayashi, Keiichi Tokuda, Keikichi Hirose, Nobuaki Minematsu, Atsushi Yamada, Yasuharu Den, Takehito Utsuro, Shigeki Sagayama ....................................................... 187 MPML and SCREAM: Scripting the Bodies and Minds of Life-Like Characters Helmut Prendinger, Santi Saeyor, Mitsuru Ishizuka .................. 213 Part III Systems and Applications Great Expectations: Prediction in Entertainment Applications Robert Burke .................................................... 245 Shallow and Inner Forms of Emotional Intelligence in Advisory Dialog Simulation Fiorella de Rosis, Berardina De Carolis, Valeria Carofiglio, Sebastiana Pizzutilo ........................................................ 271 Web Information Integration Using Multiple Character Agents Yasuhiko Kitamura ............................................... 295 Expressive Behaviors for Virtual Worlds Stacy Marsella, Jonathan Gratch, Jeff Rickel ........................ 317 Playing with Agents - Agents in Social and Dramatic Games Ana Paiva, Rui Prada, Isabel Machado, Carlos Martinho, Marco Vala, Andre Silva ..................................................... 361 A Review of the Development of Embodied Presentation Agents and Their Application Fields Thomas Rist, Elisabeth Andre, Stephan Baldes, Patrick Gebhard, Martin Klesen, Michael Kipp, Peter Rist, Markus Schmitt ............ 377 Interface Agents That Facilitate Knowledge Interactions Between Community Members Yasuyuki Sumi, Kenji Mase ....................................... 405 Animated Agents Capable of Understanding Natural Language and Performing Actions Hozumi Tanaka, Takenobu Tokunaga, Yusuke Shinyama .............. 429 Contents XI Part IV Synopsis What Makes Characters Seem Life-Like? Barbara Hayes-Roth .............................................. 447 Some Issues in the Design of Character Scripting and Specification Languages - a Personal View Thomas Rist .................................................... 463 Online Material ................................................ 469 Index .......................................................... 471

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