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1

Machálek, Tomáš. "Nabídka animačních služeb cestovních kanceláří pro segment rodiny s dětmi v ČR." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-264479.

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The dissertation has for its goal to analyse the supply of animation services by selected travel agencies for a families-with-children segment of customers in the Czech Republic. Based on a comparison of the supply together with a research into the actual situation on the side of the demand, a new competitive product of an animation service devised by the author is introduced. The theoretical part of the dissertation defines major terms in the realm of tourism and animation services. Throughout the empirical chapters, the author first analyses the market situation from the supply perspective. Second, using a method of a questionnaire survey, the market situation from the demand perspective is investigated. The last chapter deals with a creation of a new competitive product of animation services for families with children, implementing the findings from previous chapters.
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Pátková, Aneta. "Podnikatelský plán – animační agentura." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2021. http://www.nusl.cz/ntk/nusl-442984.

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This master’s thesis deals with the creation of a business plan for the establishment of an animation agency, which will be located in Žďár nad Sázavou. The first part defines the basic concepts for creating a business plan. In second part, the necessary analyzes are performed. In third part, a business plan is complied on the basis of the theoretical part and the result of analyzes. The conclusion of the work is the evaluation of whether to implement a business plan or not.
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Earnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos, and D. Thalmann. "Computer animation for virtual humans." IEEE, 1998. http://hdl.handle.net/10454/3505.

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Yes
Advances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and interact with applications or each other.
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4

Kandaswamy, Balasubramanian. "Planning techniques for agent based 3D animations." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4958/.

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The design of autonomous agents capable of performing a given goal in a 3D domain continues to be a challenge for computer animated story generation systems. We present a novel prototype which consists of a 3D engine and a planner for a simple virtual world. We incorporate the 2D planner into the 3D engine to provide 3D animations. Based on the plan, the 3D world is created and the objects are positioned. Then the plan is linearized into simpler actions for object animation and rendered via the 3D engine. We use JINNI3D as the engine and WARPLAN-C as the planner for the above-mentioned prototype. The user can interact with the system using a simple natural language interface. The interface consists of a shallow parser, which is capable of identifying a set of predefined basic commands. The command given by the user is considered as the goal for the planner. The resulting plan is created and rendered in 3D. The overall system is comparable to a character based interactive story generation system except that it is limited to the predefined 3D environment.
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Ye, Victor. "A rule-based approach to animating multi-agent environments." Thesis, University of Brighton, 1996. http://hdl.handle.net/10026.1/2812.

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This dissertation describes ESCAPE (Expert Systems in Computer Animation Production Environments), a multi-agent animation system for building domain-oriented, rule-based visual programming environments. Much recent work in computer graphics has been concerned with producing behavioural animations of artificial life-forms mainly based on algorithmic approaches. This research indicates how, by adding an inference engine and rules that describe such behaviour, traditional computer animation environments can be enhanced. The comparison between using algorithmic approaches and using a rule-based approach for representing multi-agent worlds is not based upon their respective claims to completeness, but rather on the ease with which end users may express their knowledge and control their animations with a minimum of technical knowledge. An environment for the design of computer animations incorporating an expert system approach is described. In addition to direct manipulation of objects on the screen, the environment allows users to describe behavioural rules based upon both the physical and non-physical attributes of objects. These rules can be interpreted to suggest the transition from stage to stage or to automatically produce a longer animation. The output from the system can be integrated into a commercially available 3D modelling and rendering package. Experience indicates that a hybrid environment, mixing algorithmic and rule-based approaches, would be very promising and offer benefits in application areas such as creating realistic background scenes and modelling human beings or animals either singly or in groups. A prototype evaluation system and three different domains are described and illustrated with preliminary animated images.
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6

Huang, Jing. "Modèles de rendu et animation émotionnelle en 3 D." Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0008/document.

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L'animation et le rendu sont deux domaines de recherche importants dans l'informatique graphique. L'occlusion ambiante (OA) est un moyen très répandu pour simuler l'éclairage indirect. Nous présentons une approche rapide et facile à mettre en œuvre pour l'approximation de l'occlusion ambiante de l'espace d'affichage. On calcule l'OA pour chaque pixel en intégrant les valeurs angulaires des échantillonneurs autour de la position du pixel qui pourrait bloquer l'éclairage ambiant. Nous appliquons une méthode séparable afin de réduire la complexité du calcul. La simulation des rides expressives du visage peut être estimée sans changer l'information géométrique. Nous avons construit un modèle de rides en utilisant une technique graphique qui effectue des calculs seulement dans l'espace d'affichage. Les animations faciales sont beaucoup plus réalistes avec la présence des rides. Nous présentons une méthode de cinématique inverse rapide et facile à mettre en œuvre qui s'appuie sur un modèle masse-ressort et qui repose sur les interactions de forces entre les masses. Les interactions de forces entre les masses peuvent être vues comme un problème de minimisation de l'énergie. Elle offre une très bonne qualité visuelle en haute performance de vitesse. En se basant sur notre méthode d'IK, nous proposons un modèle de synthèse des gestes corporels expressifs intégrés dans notre plateforme d'agents conversationnels. Nous appliquons l'animation de tout le corps enrichi par l'aspect expressif. Ce système offre plus de flexibilité pour configurer la cinématique expressive directe ou indirecte. De façon globale, cette thèse présente notre travail sur le rendu et l'animation en 3D
Animation and rendering are both important research domains in computer graphics. We present a fast easy-to-implement separable approximation to screen space ambient occlusion.We evaluate AO for each pixel by integrating angular values of samplers around the pixel position which potentially block the ambient lighting.We apply a separable fashion to reduce the complexity of the evaluation. Wrinkle simulation can also be approximated without changing geometry information.We built a wrinkles model by using a modern graphics technique which performs computations only in screen space.With the help of wrinkles, the facial animation can be more realistic. Several factors have been proved, and wrinkles can help to recognize action units with a higher rate. Inverse kinematics (IK) can be used to find the hierarchical posture solutions. We present a fast and easy-to-implement locally physics-based IK method. Our method builds upon a mass-spring model and relies on force interactions between masses. Our method offers convincing visual quality results obtained with high time performance. Base on our IK method, we propose our expressive body-gestures animation synthesis model for our Embodied Conversational Agent (ECA) technology. Our implementation builds upon a full body reach model using a hybrid kinematics solution. Generated animations can be enhanced with expressive qualities.This system offers more flexibility to configure expressive Forward and Inverse Kinematics (FK and IK). It can be extended to other articulated figures. Overall, this thesis presents our work in 3D rendering and animation. Several new approaches have been proposed to improve both the quality and the speed
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Qin, Hong. "Multi-level behavioral self-organization in computer-animated lifelike synthetic agents." HKBU Institutional Repository, 1999. http://repository.hkbu.edu.hk/etd_ra/189.

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8

Ding, Yu. "Modèle statistique de l'animation expressive de la parole et du rire pour un agent conversationnel animé." Thesis, Paris, ENST, 2014. http://www.theses.fr/2014ENST0050/document.

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Notre objectif est de simuler des comportements multimodaux expressifs pour les agents conversationnels animés ACA. Ceux-ci sont des entités dotées de capacités affectives et communicationnelles; ils ont souvent une apparence humaine. Quand un ACA parle ou rit, il est capable de montrer de façon autonome des comportements multimodaux pour enrichir et compléter son discours prononcé et transmettre des informations qualitatives telles que ses émotions. Notre recherche utilise les modèles d’apprentissage à partir données. Un modèle de génération de comportements multimodaux pour un personnage virtuel parlant avec des émotions différentes a été proposé ainsi qu’un modèle de simulation du comportement de rire sur un ACA. Notre objectif est d'étudier et de développer des générateurs d'animation pour simuler la parole expressive et le rire d’un ACA. En partant de la relation liant prosodie de la parole et comportements multimodaux, notre générateur d'animation prend en entrée les signaux audio prononcés et fournit en sortie des comportements multimodaux. Notre travail vise à utiliser un modèle statistique pour saisir la relation entre les signaux donnés en entrée et les signaux de sortie; puis cette relation est transformée en modèle d’animation 3D. Durant l'étape d’apprentissage, le modèle statistique est entrainé à partir de paramètres communs qui sont composés de paramètres d'entrée et de sortie. La relation entre les signaux d'entrée et de sortie peut être capturée et caractérisée par les paramètres du modèle statistique. Dans l'étape de synthèse, le modèle entrainé est utilisé pour produire des signaux de sortie (expressions faciale, mouvement de tête et du torse) à partir des signaux d'entrée (F0, énergie de la parole ou pseudo-phonème du rire). La relation apprise durant la phase d'apprentissage peut être rendue dans les signaux de sortie. Notre module proposé est basé sur des variantes des modèles de Markov cachés (HMM), appelées HMM contextuels. Ce modèle est capable de capturer la relation entre les mouvements multimodaux et de la parole (ou rire); puis cette relation est rendue par l’animation de l’ACA
Our aim is to render expressive multimodal behaviors for Embodied conversational agents, ECAs. ECAs are entities endowed with communicative and emotional capabilities; they have human-like appearance. When an ECA is speaking or laughing, it is capable of displaying autonomously behaviors to enrich and complement the uttered speech and to convey qualitative information such as emotion. Our research lies in the data-driven approach. It focuses on generating the multimodal behaviors for a virtual character speaking with different emotions. It is also concerned with simulating laughing behavior on an ECA. Our aim is to study and to develop human-like animation generators for speaking and laughing ECA. On the basis of the relationship linking speech prosody and multimodal behaviors, our animation generator takes as input human uttered audio signals and output multimodal behaviors. Our work focuses on using statistical framework to capture the relationship between the input and the output signals; then this relationship is rendered into synthesized animation. In the training step, the statistical framework is trained based on joint features, which are composed of input and of output features. The relation between input and output signals can be captured and characterized by the parameters of the statistical framework. In the synthesis step, the trained framework is used to produce output signals (facial expression, head and torso movements) from input signals (F0, energy for speech or pseudo-phoneme of laughter). The relation captured in the training phase can be rendered into the output signals. Our proposed module is based on variants of Hidden Markov Model (HMM), called Contextual HMM. This model is capable of capturing the relationship between human motions and speech (or laughter); then such relationship is rendered into the synthesized animations
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Henry, Joseph William Roger. "Interactive control of multi-agent motion in virtual environments." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/19580.

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With the increased use of crowd simulation in animation, specification of crowd motion can be very time consuming, requiring a lot of user input. To alleviate this cost, we wish to allow a user to interactively manipulate the many degrees of freedom in a crowd, whilst accounting for the limitation of low-dimensional signals from standard input devices. In this thesis we present two approaches for achieving this: 1) Combining shape deformation methods with a multitouch input device, allowing a user to control the motion of the crowd in dynamic environments, and 2) applying a data-driven approach to learn the mapping between a crowd’s motion and the corresponding user input to enable intuitive control of a crowd. In our first approach, we represent the crowd as a deformable mesh, allowing a user to manipulate it using a multitouch device. The user controls the shape and motion of the crowd by altering the mesh, and the mesh in turn deforms according to the environment. We handle congestion and perturbation by having agents dynamically reassign their goals in the formation using a mass transport solver. Our method allows control of a crowd in a single pass, improving on the time taken by previous, multistage, approaches. We validate our method with a user study, comparing our control algorithm against a common mouse-based controller. We develop a simplified version of motion data patches to model character-environment interactions that are largely ignored in previous crowd research. We design an environment-aware cost metric for the mass transport solver that considers how these interactions affect a character’s ability to track the user’s commands. Experimental results show that our system can produce realistic crowd scenes with minimal, high-level, input signals from the user. In our second approach, we propose that crowd simulation control algorithms inherently impose restrictions on how user input affects the motion of the crowd. To bypass this, we investigate a data-driven approach for creating a direct mapping between low-dimensional user input and the resulting high-dimensional crowd motion. Results show that the crowd motion can be inferred directly from variations in a user’s input signals, providing a user with greater freedom to define the animation.
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Al-Qayedi, Ali. "Internet video-conferencing using model-based image coding with agent technology." Thesis, University of Essex, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.298836.

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11

Dinerstein, Jonathan J. "Improving and Extending Behavioral Animation Through Machine Learning." BYU ScholarsArchive, 2005. https://scholarsarchive.byu.edu/etd/310.

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Behavioral animation has become popular for creating virtual characters that are autonomous agents and thus self-animating. This is useful for lessening the workload of human animators, populating virtual environments with interactive agents, etc. Unfortunately, current behavioral animation techniques suffer from three key problems: (1) deliberative behavioral models (i.e., cognitive models) are slow to execute; (2) interactive virtual characters cannot adapt online due to interaction with a human user; (3) programming of behavioral models is a difficult and time-intensive process. This dissertation presents a collection of papers that seek to overcome each of these problems. Specifically, these issues are alleviated through novel machine learning schemes. Problem 1 is addressed by using fast regression techniques to quickly approximate a cognitive model. Problem 2 is addressed by a novel multi-level technique composed of custom machine learning methods to gather salient knowledge with which to guide decision making. Finally, Problem 3 is addressed through programming-by-demonstration, allowing a non technical user to quickly and intuitively specify agent behavior.
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Halvars, Franzén Olle. "MED VISUELL UTGÅNGSPUNKT : En undersökning av en metodprövande och multimodal animations-workshop." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3799.

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År 1972 skickade NASA upp en rymdsond, kallad Pioneer 10, ut i rymden med en bild fastsatt på sondens utsida. Bilden var ett meddelande till utomjordiska varelser och illustrerade information om människan och jorden. Med bilden som en visuell utgångspunkt har jag designat en workshop för åtta gymnasielever i två olika grupper som fått i uppgift att skapa en animation att skicka upp i en rymdsond idag. Genom att omformulera den digitala berättelsens metod har jag velat undersöka hur deltagarnas process och animation kommer att formas om utgångspunkten är visuell.   Jag har utifrån mina didaktiska designval undersökt vad deltagarna har gjort för egna val, material och tillvägagångsätt de använt sig av. Under projektets gång har jag samlat in empiri i form av ljudupptagningar, filmmaterial, fotografier och fältanteckningar samt analyserat deltagarnas animationer. Genom att använda mig av den multimodala diskursanalysen som teori har jag fått en inblick i hur deltagarna genom förhandlingar i diskussioner tolkar tecken och bygger upp idéer. I analysen framkommer hur de kommunicerar genom olika resurser som bygger upp ramar för hur handlingen konstrueras i animationen. Handlingen, tematiken i animationen, har kretsat kring var vi bor i Vintergatan, evolutionen, fortplantning och klimatskillnader etc. Under en och en halv dag har deltagarna utifrån en idé gjort ett bildmanus, lärt sig alla moment och till sist animerat en kortfilm. Dessa animationer har jag valt att visa upp på vårutställningen på Konstfack som den gestaltande delen i mitt arbete. Jag har även formgivit en affisch som ringar in den didaktiska designen och deltagarnas arbete i processen.
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Ros, Alexander. "Doing nothing The effect of multiple idle animations on a conversational agent characters believability." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10948.

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Héloir, Alexis. "Agent virtuel signeur - Aide à la communication des personnes sourdes." Phd thesis, Université de Bretagne Sud, 2008. http://tel.archives-ouvertes.fr/tel-00516280.

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Les travaux présentés dans cette thèse sont dédiés à la conception et l'animation d'entités virtuelles autonomes et réalistes, capables de générer des gestes de la Langue des Signes. L'accent est mis sur la qualité expressive des gestes. Nous montrons que les aspects expressifs du geste, en plus de conférer au mouvement un aspect réaliste, participent à la construction du sens dans le cadre de la visée iconisatrice de la langue des signes. Nous proposons un modèle du discours prenant en compte les visées illustrative et non illustrative de la langue des signes ainsi que ses principales structures de grande iconicité. Ce modèle appelle une spécification des gestes capable de gérer les différentes modes expressifs. Une phase d'analyse nous permet ensuite d'identifier certains paramètres d'expressivité. Cette analyse s'applique sur une séquence de gestes en langue des signes française réalisée par un locuteur sourd selon différentes qualités expressives. Enfin, nous proposons une méthode de génération de mouvement compatible avec le modèle de description des gestes. Cette méthode de génération met en oeuvre différentes méthodes de génération de mouvement dont un modèle de contrôle sensorimoteur capable de s'adapter aux variabilités spatiales et temporelles induites par les paramètres d'expressivité.
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Whiting, Jeffrey S. "Cognitive and Behavioral Model Ensembles for Autonomous Virtual Characters." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd1873.pdf.

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Beskow, Jonas. "Talking Heads - Models and Applications for Multimodal Speech Synthesis." Doctoral thesis, KTH, Tal, musik och hörsel, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3561.

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This thesis presents work in the area of computer-animatedtalking heads. A system for multimodal speech synthesis hasbeen developed, capable of generating audiovisual speechanimations from arbitrary text, using parametrically controlled3D models of the face and head. A speech-specific directparameterisation of the movement of the visible articulators(lips, tongue and jaw) is suggested, along with a flexiblescheme for parameterising facial surface deformations based onwell-defined articulatory targets. To improve the realism and validity of facial and intra-oralspeech movements, measurements from real speakers have beenincorporated from several types of static and dynamic datasources. These include ultrasound measurements of tonguesurface shape, dynamic optical motion tracking of face pointsin 3D, as well as electromagnetic articulography (EMA)providing dynamic tongue movement data in 2D. Ultrasound dataare used to estimate target configurations for a complex tonguemodel for a number of sustained articulations. Simultaneousoptical and electromagnetic measurements are performed and thedata are used to resynthesise facial and intra-oralarticulation in the model. A robust resynthesis procedure,capable of animating facial geometries that differ in shapefrom the measured subject, is described. To drive articulation from symbolic (phonetic) input, forexample in the context of a text-to-speech system, bothrule-based and data-driven articulatory control models havebeen developed. The rule-based model effectively handlesforward and backward coarticulation by targetunder-specification, while the data-driven model uses ANNs toestimate articulatory parameter trajectories, trained ontrajectories resynthesised from optical measurements. Thearticulatory control models are evaluated and compared againstother data-driven models trained on the same data. Experimentswith ANNs for driving the articulation of a talking headdirectly from acoustic speech input are also reported. A flexible strategy for generation of non-verbal facialgestures is presented. It is based on a gesture libraryorganised by communicative function, where each function hasmultiple alternative realisations. The gestures can be used tosignal e.g. turn-taking, back-channelling and prominence whenthe talking head is employed as output channel in a spokendialogue system. A device independent XML-based formalism fornon-verbal and verbal output in multimodal dialogue systems isproposed, and it is described how the output specification isinterpreted in the context of a talking head and converted intofacial animation using the gesture library. Through a series of audiovisual perceptual experiments withnoise-degraded audio, it is demonstrated that the animatedtalking head provides significantly increased intelligibilityover the audio-only case, in some cases not significantly belowthat provided by a natural face. Finally, several projects and applications are presented,where the described talking head technology has beensuccessfully employed. Four different multimodal spokendialogue systems are outlined, and the role of the talkingheads in each of the systems is discussed. A telecommunicationapplication where the talking head functions as an aid forhearing-impaired users is also described, as well as a speechtraining application where talking heads and languagetechnology are used with the purpose of improving speechproduction in profoundly deaf children.
QC 20100506
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Xiao, He. "An affective personality for an embodied conversational agent." Curtin University of Technology, Department of Computer Engineering, 2006. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=16139.

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Curtin Universitys Embodied Conversational Agents (ECA) combine an MPEG-4 compliant Facial Animation Engine (FAE), a Text To Emotional Speech Synthesiser (TTES), and a multi-modal Dialogue Manager (DM), that accesses a Knowledge Base (KB) and outputs Virtual Human Markup Language (VHML) text which drives the TTES and FAE. A user enters a question and an animated ECA responds with a believable and affective voice and actions. However, this response to the user is normally marked up in VHML by the KB developer to produce the required facial gestures and emotional display. A real person does not react by fixed rules but on personality, beliefs, previous experiences, and training. This thesis details the design, implementation and pilot study evaluation of an Affective Personality Model for an ECA. The thesis discusses the Email Agent system that informs a user when they have email. The system, built in Curtins ECA environment, has personality traits of Friendliness, Extraversion and Neuroticism. A small group of participants evaluated the Email Agent system to determine the effectiveness of the implemented personality system. An analysis of the qualitative and quantitative results from questionnaires is presented.
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Al, Moubayed Samer. "Bringing the avatar to life : Studies and developments in facial communication for virtual agents and robots." Doctoral thesis, KTH, Tal-kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-105605.

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The work presented in this thesis comes in pursuit of the ultimate goal of building spoken and embodied human-like interfaces that are able to interact with humans under human terms. Such interfaces need to employ the subtle, rich and multidimensional signals of communicative and social value that complement the stream of words – signals humans typically use when interacting with each other. The studies presented in the thesis concern facial signals used in spoken communication, and can be divided into two connected groups. The first is targeted towards exploring and verifying models of facial signals that come in synchrony with speech and its intonation. We refer to this as visual-prosody, and as part of visual-prosody, we take prominence as a case study. We show that the use of prosodically relevant gestures in animated faces results in a more expressive and human-like behaviour. We also show that animated faces supported with these gestures result in more intelligible speech which in turn can be used to aid communication, for example in noisy environments. The other group of studies targets facial signals that complement speech. As spoken language is a relatively poor system for the communication of spatial information; since such information is visual in nature. Hence, the use of visual movements of spatial value, such as gaze and head movements, is important for an efficient interaction. The use of such signals is especially important when the interaction between the human and the embodied agent is situated – that is when they share the same physical space, and while this space is taken into account in the interaction. We study the perception, the modelling, and the interaction effects of gaze and head pose in regulating situated and multiparty spoken dialogues in two conditions. The first is the typical case where the animated face is displayed on flat surfaces, and the second where they are displayed on a physical three-dimensional model of a face. The results from the studies show that projecting the animated face onto a face-shaped mask results in an accurate perception of the direction of gaze that is generated by the avatar, and hence can allow for the use of these movements in multiparty spoken dialogue. Driven by these findings, the Furhat back-projected robot head is developed. Furhat employs state-of-the-art facial animation that is projected on a 3D printout of that face, and a neck to allow for head movements. Although the mask in Furhat is static, the fact that the animated face matches the design of the mask results in a physical face that is perceived to “move”. We present studies that show how this technique renders a more intelligible, human-like and expressive face. We further present experiments in which Furhat is used as a tool to investigate properties of facial signals in situated interaction. Furhat is built to study, implement, and verify models of situated and multiparty, multimodal Human-Machine spoken dialogue, a study that requires that the face is physically situated in the interaction environment rather than in a two-dimensional screen. It also has received much interest from several communities, and been showcased at several venues, including a robot exhibition at the London Science Museum. We present an evaluation study of Furhat at the exhibition where it interacted with several thousand persons in a multiparty conversation. The analysis of the data from the setup further shows that Furhat can accurately regulate multiparty interaction using gaze and head movements.

QC 20121123

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Courgeon, Matthieu. "Marc : modèles informatiques des émotions et de leurs expressions faciales pour l’interaction Homme-machine affective temps réel." Thesis, Paris 11, 2011. http://www.theses.fr/2011PA112255/document.

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Les émotions et leurs expressions par des agents virtuels sont deux enjeux importants pour les interfaces homme-machine affectives à venir. En effet, les évolutions récentes des travaux en psychologie des émotions, ainsi que la progression des techniques de l’informatique graphique, permettent aujourd’hui d’animer des personnages virtuels réalistes et capables d’exprimer leurs émotions via de nombreuses modalités. Si plusieurs systèmes d’agents virtuels existent, ils restent encore limités par la diversité des modèles d’émotions utilisés, par leur niveau de réalisme, et par leurs capacités d’interaction temps réel. Dans nos recherches, nous nous intéressons aux agents virtuels capables d’exprimer des émotions via leurs expressions faciales en situation d’interaction avec l’utilisateur. Nos travaux posent de nombreuses questions scientifiques et ouvrent sur les problématiques suivantes : Comment modéliser les émotions en informatique en se basant sur les différentes approches des émotions en psychologie ? Quel niveau de réalisme visuel de l’agent est nécessaire pour permettre une bonne expressivité émotionnelle ? Comment permettre l’interaction temps réel avec un agent virtuel ? Comment évaluer l’impact des émotions exprimées par l’agent virtuel sur l’utilisateur ? A partir de ces problématiques, nous avons axé nos travaux sur la modélisation informatique des émotions et sur leurs expressions faciales par un personnage virtuel réaliste. En effet, les expressions faciales sont une modalité privilégiée de la communication émotionnelle. Notre objectif principal est de contribuer l’amélioration de l’interaction entre l’utilisateur et un agent virtuel expressif. Nos études ont donc pour objectif de mettre en lumière les avantages et les inconvénients des différentes approches des émotions ainsi que des méthodes graphiques étudiées. Nous avons travaillé selon deux axes de recherches complémentaires. D’une part, nous avons exploré différentes approches des émotions (catégorielle, dimensionnelle, cognitive, et sociale). Pour chacune de ces approches, nous proposons un modèle informatique et une méthode d’animation faciale temps réel associée. Notre second axe de recherche porte sur l’apport du réalisme visuel et du niveau de détail graphique à l’expressivité de l’agent. Cet axe est complémentaire au premier, car un plus grand niveau de détail visuel pourrait permettre de mieux refléter la complexité du modèle émotionnel informatique utilisé. Les travaux que nous avons effectués selon ces deux axes ont été évalués par des études perceptives menées sur des utilisateurs.La combinaison de ces deux axes de recherche est rare dans les systèmes d’agents virtuels expressifs existants. Ainsi, nos travaux ouvrent des perspectives pour l’amélioration de la conception d’agents virtuels expressifs et de la qualité de l’interaction homme machine basée sur les agents virtuels expressifs interactifs. L’ensemble des logiciels que nous avons conçus forme notre plateforme d’agents virtuels MARC (Multimodal Affective and Reactive Characters). MARC a été utilisée dans des applications de natures diverses : jeu, intelligence ambiante, réalité virtuelle, applications thérapeutiques, performances artistiques, etc
Emotions and their expressions by virtual characters are two important issues for future affective human-machine interfaces. Recent advances in psychology of emotions as well as recent progress in computer graphics allow us to animate virtual characters that are capable of expressing emotions in a realistic way through various modalities. Existing virtual agent systems are often limited in terms of underlying emotional models, visual realism, and real-time interaction capabilities. In our research, we focus on virtual agents capable of expressing emotions through facial expressions while interacting with the user. Our work raises several issues: How can we design computational models of emotions inspired by the different approaches to emotion in Psychology? What is the level of visual realism required for the agent to express emotions? How can we enable real-time interaction with a virtual agent? How can we evaluate the impact on the user of the emotions expressed by the virtual agent? Our work focuses on computational modeling of emotions inspired by psychological theories of emotion and emotional facial expressions by a realistic virtual character. Facial expressions are known to be a privileged emotional communication modality. Our main goal is to contribute to the improvement of the interaction between a user and an expressive virtual agent. For this purpose, our research highlights the pros and cons of different approaches to emotions and different computer graphics techniques. We worked in two complementary directions. First, we explored different approaches to emotions (categorical, dimensional, cognitive, and social). For each of these approaches, a computational model has been designed together with a method for real-time facial animation. Our second line of research focuses on the contribution of visual realism and the level of graphic detail of the expressiveness of the agent. This axis is complementary to the first one, because a greater level of visual detail could contribute to a better expression of the complexity of the underlying computational model of emotion. Our work along these two lines was evaluated by several user-based perceptual studies. The combination of these two lines of research is seldom in existing expressive virtual agents systems. Our work opens future directions for improving human-computer interaction based on expressive and interactive virtual agents. The software modules that we have designed are integrated into our platform MARC (Multimodal Affective and Reactive Characters). MARC has been used in various kinds of applications: games, ubiquitous intelligence, virtual reality, therapeutic applications, performance art, etc
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20

Darlet, Ludovic. "Système de visualisation scientifique assistée par ordinateur." Université Joseph Fourier (Grenoble), 1995. http://www.theses.fr/1995GRE10044.

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L'objectif de ce travail est le développement d'un système fonctionnel d'aide à la réalisation de films d'animation de résultats de simulations physiques. Le système VISIMAR permet l'encapsulation de résultats de simulations numériques en un agent capable de calculer la représentation graphique correspondant à chaque instant de son temps local. Un contrôleur est chargé de coordonner les temps locaux des objets dans le temps global de la visualisation en accord avec le script formel écrit par l'utilisateur. L'image finale est calculée par composition pour chaque pas de temps à partir des représentations graphiques des différents objets. Le système VISIMAR permet la description de l'animation par un système de transitions dont les états sont les scènes du film et les transitions les événements qui surviennent en cours de simulation
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21

Nogueira, Yuri Lenon Barbosa. "IntegraÃÃo Mente e Ambiente para a GeraÃÃo de Comportamentos Emergentes em Personagens Virtuais AutÃnomos AtravÃs da EvoluÃÃo de Redes Neurais Artificiais." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=12686.

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CoordenaÃÃo de AperfeÃoamento de Pessoal de NÃvel Superior
O senso de imersÃo do usuÃrio em um ambiente virtual requer nÃo somente alta qualidade visual grÃfica, mas tambÃm comportamentos adequados por parte dos personagens virtuais, isto Ã, com movimentos e aÃÃes que correspondam Ãs suas caracterÃsticas fÃsicas e aos eventos que ocorrem em seu meio. Nesse contexto, percebe-se o papel fundamental desempenhado pelo modo como os agentes se comportam em aplicaÃÃes de RV. O problema que permanece em aberto Ã: âComo obter comportamentos autÃnomos naturais e realistas de personagens virtuais?â. Um agente à dito autÃnomo se ele for capaz de gerar suas prÃprias normas (do grego autos, "a si mesmo", e nomos, "norma", "ordem"). Logo, autonomia implica em aÃÃes realizadas por um agente que resultam da estreita interaÃÃo entre suas dinÃmicas internas e os eventos ocorrendo no ambiente ao seu redor, ao invÃs de haver um controle externo ou uma especificaÃÃo de respostas em um plano prÃ-definido. Desse modo, um comportamento autÃnomo deveria refletir os detalhes da associaÃÃo entre o personagem e o ambiente, implicando em uma maior naturalidade e realismo nos movimentos. Assim, chega-se à proposta de que um comportamento à considerado natural se ele mantÃm coerÃncia entre o corpo do personagem e o ambiente ao seu redor. Para um observador externo, tal coerÃncia à percebida como comportamento inteligente. Essa noÃÃo resulta do atual debate, no campo da InteligÃncia Artificial, sobre o significado da inteligÃncia. Baseado nas novas tendÃncias surgidas dessas discussÃes, argumenta-se que o nÃvel de coerÃncia necessÃrio a um comportamento natural apenas pode ser alcanÃado atravÃs de tÃcnicas de emergÃncia. AlÃm da defesa conceitual da abordagem emergentista para a geraÃÃo de comportamento de personagens virtuais, este estudo apresenta novas tÃcnicas para a implementaÃÃo dessas ideias. Entre as contribuiÃÃes, està a proposta de um novo processo de codificaÃÃo e evoluÃÃo de Redes Neurais Artificiais que permite o desenvolvimento de controladores para explorar as possibilidades da geraÃÃo de comportamentos por emergÃncia. TambÃm à explorada a evoluÃÃo sem objetivo, atravÃs da simulaÃÃo da reproduÃÃo sexuada de personagens. Para validar a tese, foram desenvolvidos experimentos envolvendo um robà virtual. Os resultados apresentados mostram que a auto-organizaÃÃo de um sistema à de fato capaz de produzir um acoplamento Ãntimo entre agente e ambiente. Como consequÃncia da abordagem adotada, foram obtidos comportamentos bastante coerentes com as capacidades dos personagens e as condiÃÃes ambientais, com ou sem descriÃÃo de objetivos. Os mÃtodos propostos se mostraram sensÃveis a modificaÃÃes do ambiente e a modificaÃÃes no sensoriamento do robÃ, comprovando robustez ao gerar cÃrtices visuais funcionais, seja com sensores de proximidade, seja com cÃmeras virtuais, interpretando seus pixels. Ressalta-se tambÃm a geraÃÃo de diferentes tipos de comportamentos interessantes, sem qualquer descriÃÃo de objetivos, nos experimentos envolvendo reproduÃÃo simulada.
The userâs sense of immersion requires not only high visual quality of the virtual environment, but also accurate simulations of dynamics to ensure the reliability of the experience. In this context, the way the characters behave in a virtual environment plays a fundamental role. The problem that remains open is: âWhat needs to be done for autonomous virtual characters to display natural/realistic behaviors?â. A behavior is considered autonomous when the actions performed by the agent result from a close interaction between its internal dynamics and the circumstantial events in the environment, rather than from external control or specification dictated by a predefined plan. Thus, an autonomous behavior should reflect the details of the association between the character and its environment, resulting in greater naturalness and realistic movements. Therefore, it is proposed that the behavior is considered natural if it maintains coherence between the characterâs body and the environment surrounding it. To an external observer, such coherence is perceived as intelligent behavior. This notion of intelligent behavior arose from a current debate, in the field of Artificial Intelligence, about the meaning of intelligence. Based on the new trends that came out from those discussions, it is argued that the level of coherence required for natural behavior in complex situations can only be achieved through emergence. In addition to the conceptual support of the emergentist approach to generating behavior of virtual characters, this study presents new techniques for implementing those ideas. A contribution of this work is a novel technique for the enconding and evolution of Artificial Neural Networks, which allows the development of controllers to explore the possibilities of generating behaviors through emergence. Evolution without objective description is also explored through the simulation of sexual reproduction of characters. In order to validate the theory, experiments involving a virtual robot were developed. The results show that self-organization of a system is indeed able to produce an intimate coupling between agent and environment. As a consequence of the adopted approach, it were achieved behaviors quite consistent with the characterâs capabilities and environmental conditions, with or without description of objectives. The proposed methods were sensitive to changes in the environment and in the robotâs sensory apparatus, proving robustness on generating functional visual cortices, either with proximity sensors or with virtual cameras, interpreting its pixels. It is also emphasized the generation of different types of interesting behaviors, without any description of objectives, in experiments involving simulated reproduction.
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22

Torres, Jorge Alberto Rangel. "Uma arquitetura para animar agentes autônomos em ambientes virtuais usando o modelo BDI." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2004. http://hdl.handle.net/10183/90427.

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Humanos virtuais são modelos computacionais de pessoas. Se necessário, podem apresentar uma aparência bastante realista, baseada em princípios fisiológicos e biomecânicos. Além disso, são capazes de comportar-se de forma autônoma e inteligente em ambientes dinâmicos, podendo apresentar até mesmo individualidade e personalidade. Humanos virtuais podem ser utilizados como atores sintéticos. Tais atores têm sido usados em uma série de aplicações com a finalidade de simular a presença de atores reais. A indústria de jogos por computador requer personagens que sejam capazes de reagir apropriadamente a eventos e circunstâncias inesperadas, e até mesmo de alterar o progresso do jogo com seus cursos de ação autônomos. Um modo natural para desenvolver tais personagens prevê o uso de técnicas de inteligência artificial, em particular aquelas relacionadas às áreas de agentes autônomos e sistemas multiagentes. Neste trabalho, propõese o uso do modelo BDI (Belief-Desire-Intention) para modelar agentes cognitivos, com a finalidade de implementar personagens animados. O modelo BDI é uma abordagem bastante conhecida e bem sucedida para o desenvolvimento de agentes autônomos em sistemas multiagentes. Trata-se de uma arquitetura poderosa para sistemas dinâmicos e complexos, nos quais agentes podem precisar agir sob informação incompleta e incorreta sobre o seu ambiente e os outros habitantes. Esta dissertação reúne um modelo articulado para animação de personagens, o qual requer a especificação de movimento em cada junta individualmente, e um interpretador para AgentSpeak(L), uma linguagem de programação orientada a agentes que implementa a arquitetura BDI. Foi desenvolvida uma interface que permite que o sistema de raciocínio de um agente, baseado em BDI, seja usado para dirigir o comportamento de um personagem em um sistema de animação. O uso de AgentSpeak(L) é uma abordagem promissora para a especificação em alto nível de animações complexas por computador. O modelo conceitual e sua implementação são apresentados em capítulos distintos. Esta separação visa simplificar a compreensão do modelo proposto, permitindo primeiro analisá-lo em um nível mais alto de abstração, para então verificar detalhes de programação. Este trabalho apresenta também duas animações 3D, usadas para ilustrar a abordagem proposta. A principal animação apresentada envolve um agente situado em um ambiente dinâmico; o agente continuamente percebe o ambiente e raciocina para determinar como agir sobre ele, baseado em seu estado mental BDI. A outra aplicação é bastante simples, mas útil para mostrar algumas questões que são relevantes para obter-se mais eficiência em programas AgentSpeak(L).
Virtual humans are computational models of people. If necessary, they can portray a very realistic appearance, based on biomechanical and physiological principles. Besides, they are able to behave in an autonomous and intelligent way in dynamic environments, and even to exhibit individuality and personality. Virtual humans can be used as synthetic actors. Such kind of actors have been used in several applications, such as games, in order to simulate the presence of real actors. The computer-game industry requires characters that are able to react appropriately to unexpected events and circumstances, and even to change the game progress with their autonomous courses of actions. A natural way for developing such characters is by the use of artificial intelligence techniques, in particular those related to the areas of autonomous agents and multi-agent systems. In this work, the use of the Belief-Desire-Intention (BDI) model for cognitive agents in order to implement animated characters is proposed. The BDI model is a well-known and successful approach for the development of autonomous agents in multiagent systems. It is a very powerful architecture for dynamic and complex systems where agents may need to act under incomplete and incorrect information on other agents and their environment. This work brings together an articulated model for character animation, which requires the specification of motion on each joint individually, and an interpreter for AgentSpeak(L), an agent-oriented programming language that implements the BDI architecture. I have developed an interface that allows the BDI-based agent reasoning system to be used for guiding the behaviour of a character in an animation system. The use of AgentSpeak(L) is a promising approach for the high-level specification of complex computer animations. The conceptual model and its implementation are presented in distinct chapters. This separation aims at simplifying the comprehension of the proposed model, allowing its analysis first at a higher abstraction level, and after that to check programming details. This work also presents two 3-D animations used to illustrate the proposed approach. The main animation presented involves an agent that is situated in a dynamic environment; the agent continuously perceives the environment and reasons on how to act upon it based on its BDI mental state. The other application is quite simple, but useful to show some issues that are relevant for obtaining better performance from AgentSpeak(L) programs.
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23

Su, Wen Poh. "Modeling expressive character motion for narrative and ambient intelligence based on emotion and personality." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16652/.

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Animated agent technology has been rapidly developed to provide ubiquitously psychological and functional benefits for fulfilling communicative goals. However, the character motions of most character-centered models based on pre-stored movement, finite state machine and scripted conditional logic are generally restrictive. The major drawback lies in the lack of maturity of integrating the elements between personality, emotion and behaviour. To bridge the gap between cognitive and behavioural elements, we examine the connections between human personality, emotion, movement and cartoon modeling for the agent design. Human personality and emotional behaviour are the essences in the recognition of a believable synthetic character. Personality and emotion come from the storylines and result in characters’ motions. Cartoon animations successfully engage the audience and create emotional connections with the spectators. However, even a sophisticated animator often faces some difficulties while performing a very laborious task to simulate an emotion- and personality-rich character. This thesis focuses on exploring effective techniques to extract personality and emotion features for a high-level control of character movements. A hierarchical fuzzy rule-based system was constructed, in which personality and emotion were mapped into the body’s movement zones of a character. This facilitates agent designers to control the personality and emotion of a dynamic synthetic character. The system was then applied to a Narrative Intelligent system and extended to an Ambient Intelligent environment. An innovative storyboard-structured storytelling method was devised by using story scripts and action descriptions in a form similar to the content description of storyboards to predict specific personality and emotion. As software or device agents evolve into the Ambient Intelligence, new concepts for effective agent presentations and delegating control are necessary to minimise the human’s tasks and interventions in the complex and dynamic environment. A novel customizable personalised agent framework was developed by utilising the spirit of cartoon animation to match each user’s profile in the form of a cartoon reciprocal agent. As a result, users could explicitly modify personality and emotion values to change the psychology traits of the agent, which would affect their appearance and behaviour through body posture expression. An evaluation of the system was conducted to verify the effectiveness and the applicability in both Narrative and Ambient intelligent agent frameworks. The significance of this research is that applying higher cognitive factors to animated characters can lead to a better animation design tool and reduce strenuous animation production efforts in agent designs. It will also enable animated characters to embody more adaptive, flexible and stylised performance.
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24

Courgeon, Matthieu. "Marc : modèles informatiques des émotions et de leurs expressions faciales pour l'interaction Homme-machine affective temps réel." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00651467.

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Les émotions et leurs expressions par des agents virtuels sont deux enjeux importants pour les interfaces homme-machine affectives à venir. En effet, les évolutions récentes des travaux en psychologie des émotions, ainsi que la progression des techniques de l'informatique graphique, permettent aujourd'hui d'animer des personnages virtuels réalistes et capables d'exprimer leurs émotions via de nombreuses modalités. Si plusieurs systèmes d'agents virtuels existent, ils restent encore limités par la diversité des modèles d'émotions utilisés, par leur niveau de réalisme, et par leurs capacités d'interaction temps réel. Dans nos recherches, nous nous intéressons aux agents virtuels capables d'exprimer des émotions via leurs expressions faciales en situation d'interaction avec l'utilisateur. Nos travaux posent de nombreuses questions scientifiques et ouvrent sur les problématiques suivantes : Comment modéliser les émotions en informatique en se basant sur les différentes approches des émotions en psychologie ? Quel niveau de réalisme visuel de l'agent est nécessaire pour permettre une bonne expressivité émotionnelle ? Comment permettre l'interaction temps réel avec un agent virtuel ? Comment évaluer l'impact des émotions exprimées par l'agent virtuel sur l'utilisateur ? A partir de ces problématiques, nous avons axé nos travaux sur la modélisation informatique des émotions et sur leurs expressions faciales par un personnage virtuel réaliste. En effet, les expressions faciales sont une modalité privilégiée de la communication émotionnelle. Notre objectif principal est de contribuer l'amélioration de l'interaction entre l'utilisateur et un agent virtuel expressif. Nos études ont donc pour objectif de mettre en lumière les avantages et les inconvénients des différentes approches des émotions ainsi que des méthodes graphiques étudiées. Nous avons travaillé selon deux axes de recherches complémentaires. D'une part, nous avons exploré différentes approches des émotions (catégorielle, dimensionnelle, cognitive, et sociale). Pour chacune de ces approches, nous proposons un modèle informatique et une méthode d'animation faciale temps réel associée. Notre second axe de recherche porte sur l'apport du réalisme visuel et du niveau de détail graphique à l'expressivité de l'agent. Cet axe est complémentaire au premier, car un plus grand niveau de détail visuel pourrait permettre de mieux refléter la complexité du modèle émotionnel informatique utilisé. Les travaux que nous avons effectués selon ces deux axes ont été évalués par des études perceptives menées sur des utilisateurs.La combinaison de ces deux axes de recherche est rare dans les systèmes d'agents virtuels expressifs existants. Ainsi, nos travaux ouvrent des perspectives pour l'amélioration de la conception d'agents virtuels expressifs et de la qualité de l'interaction homme machine basée sur les agents virtuels expressifs interactifs. L'ensemble des logiciels que nous avons conçus forme notre plateforme d'agents virtuels MARC (Multimodal Affective and Reactive Characters). MARC a été utilisée dans des applications de natures diverses : jeu, intelligence ambiante, réalité virtuelle, applications thérapeutiques, performances artistiques, etc.
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25

Houri, Evangelina. "Information et communication de la fête : médias et agences institutionnelles face à la construction discursive des rituels festifs." Thesis, Paris 2, 2014. http://www.theses.fr/2014PA020090.

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« Narapoïa » : c’est le nom d’une maladie qui consisterait pour une personne à croire que tout le monde lui veut du bien. Ce « canular édifiant » élaboré par Boris Cyrulnik dans les années 70 pourrait servir à désigner la disposition d’esprit du fêtard. Par le climat de bienveillance qu’elle promet, la fête rend possible une mise à distance de la suspicion et de la réversibilité qui sous-tendraient toutes les relations entre individus, notamment dans les grandes agglomérations telles que Paris. La canicule de 2003 provoqua un grand nombre de décès,majoritairement des personnes âgées. Elle mit les autorités et la population française face au problème de l’isolement dans les grandes villes. L’individualisme qui avait été jusque-là perçu comme un « travers » du progrès et de la modernité apparut dès lors comme un mal à éradiquer. Née en 1999 sous l’impulsion d’ Atanase Périfan, jeune élu UMP d’origine macédonienne, La Fête des Voisins se propose de réunir les habitants d’un même immeuble et/ou d’un même quartier autour d’un « apéro ». Page d’accueil du site internet de l’association Immeubles en Fête, affiches annonçant la tenue de l’événement, livre-témoignage d’ Atanase Périfan, articles de presse et reportages télévisuels concourent tous à donner de la Fête des Voisins l’image d’une « opération » aussi enjouée et bon enfant qu’elle est déterminante. C’est donc davantage du côté de l’utile que de l’agréable que la Fête des Voisins situe sa proposition, voire sa promesse. L’image de la grande tablée telle qu’elle sera relayée par les médias viendra dire l’espace partagé qu’est la République ainsi que l’ensemble de valeurs et de codes qui la sous-tendent. Le ton volontiers léger et confiant des organisateurs sera une façon d’accéder à tous ceux qui se pensent comme étant à la marge de la société. « Sentiment d’appartenance », « sentiment d’exclusion » : autant de frontières intérieures, de constructions mentales que l’expérience dionysiaque de l’hospitalité et de la joie tendra à inquiéter. De la Fête des Voisins aux soirées plus subversives d’établissements de nuit parisiens tels que Le Point Ephémère ou Glazart, il s’agira toujours de replacer l’individu dans une forme de disponibilité, de vulnérabilité constructive rendant possible l’inscription dans un collectif, que ce soit par le mode raisonné et paisible de l’amitié et de la citoyenneté, ou celui plus brûlant et intense du transport amoureux
« Narapoia » is the name of a condition in which a person thinks that everyone is conspiring to help and benefit her. This « constructive deception », formulated by Boris Cyrulnik in the seventies, could describe the merrymaker’s state of mind. By offering us the promise of a benevolent atmosphere, celebration allows us to move away from the suspicion and reversibility that supposedly underlie all relationships between individuals,especially in big cities such as Paris. The 2003 heatwave caused a great many deaths, primarily among theelderly. This tragedy confronted the French authorities and population with the problem of isolation in big cities.The individualism that had previously been seen as a « little quirk » of progress and modernity henceforthbecame a scourge to be eradicated. Created in 1999 on the initiative of Atanase Périfan – a young UMPcouncilor of Macedonian descent, the aim of the Fête des Voisins is to gather people from the same buildingand/or neighborhood together for drinks and a buffet meal. The Immeubles en Fêtes association’s homepage,posters announcing the event, Atanase Périfan’s book sharing his personal experience as the founder, pressarticles and televised reports all serve to reinforce the image of an initiative that is not only cheerful and friendly,but also equally decisive. The premise – or even the promise – of the Fête des Voisins therefore falls more within the realm of the useful than the pleasurable. The image of the large table as broadcast by the media will become the metaphor for the shared space of the Republic, along with the values and codes that underpin it. The deliberately light-hearted and confident tone of the event will be a way to reach out to those who think of themselves as being on the margins of society. « Sense of belonging » and « feeling of exclusion » could be considered as inner geographies, psychological constructs that the Dionysiac experience of hospitality and joy will temporarily suspend. From the Fête des Voisins to the more subversive parties organized by Parisian clubs such as Le Point Ephémère or Glazart, it is always a matter of restoring the individual to a place of beneficial availability and vulnerability through which integration into a group becomes possible. This may take the calmand sensible form of friendship and citizenship (Fête des Voisins) or find a more intense and burning expression in the raptures of love (Le Point Ephémère, Glazart)
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26

Pinotti, Baldrich José Luis. "Aproximación a un modelo de gestión cultural territorial. El SARC." Doctoral thesis, Universitat Politècnica de València, 2020. http://hdl.handle.net/10251/137775.

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[ES] La gestión cultural aplicada a un territorio específico. Esta frase circunscribiría el desarrollo temático de la tesis. Cómo intervenir para que el sector cultural que históricamente ha sido productivo en lo social, lo sea también en lo económico, potenciando y apoyando a la industria cultural. Todo ello desarrollando políticas públicas, infraestructuras culturales públicas y potenciando los recursos humanos especializados.
[CAT] La gestió cultural aplicada a un territori específic. Aquesta frase circumscriuria el desenvolupament temètic de la tesi. Com intervindre perquè el sector cultural que históricament ha sigut productiu en el fet social, ho siga també en l'econòmic, tot potenciant i donant suport a la indústria cultural. Tot això amb el desenvolupament de polítiques públiques, infraestructures culturals públiques i amb la potenciació de recursos humans especialitzats.
[EN] Cultural Management applied to an specific territory. This sentence would circumscribe the thematic development of the present thesis. How to arbitrate so that the cultural that has historically been productive in a social way, could become also an economical way, empowering and supporting the culture industry. All this developing public policies, public cultural infrastructures and enhancing specialized human resources.
Pinotti Baldrich, JL. (2020). Aproximación a un modelo de gestión cultural territorial. El SARC [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/137775
TESIS
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27

Allison, Brent M. "Authenticity from cartoons U. S. Japanese animation fandom as an agency of informal cultural education /." 2008. http://purl.galileo.usg.edu/uga%5Fetd/allison%5Fbrent%5Fm%5F200812%5Fphd.

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28

Kundračiková, Alexandra. "Recruitment agency “Applause, s.r.o.” - searching Slovak animators for hotels in Algarve (Business plan)." Master's thesis, 2015. http://hdl.handle.net/10400.26/19417.

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The main purpose of this thesis was to create a business plan for a recruitment agency in Slovakia looking for suitable animators for hotels in Algarve and providing educational and training courses for young people who are interested in work as a hotel animator. To accomplish this task, it was necessary at first to analyze existing theories about related topics, such as hotel animation/entretainment and entrepreneurship in Slovakia based on the literature review. There was applied PESTLE analysis determining political, economical, social, technological, legal and environmental factors. After this analysis, it proceeded to a study of the market in Algarve as place where animators will be posted. It was studied existing competition and potential customers through information collected in face-to-face interviews with animators, Algarve hotel managers and with managers of animation agencies operating in Algarve. This method was also applied on analysis of potential human resources and competitors in Slovakia. Then were collected some interviews with the manager of one Slovak animation agency and some former hotel animators from Slovakia. It continued with Porter’s six forces analysis and subsequently with the Business plan. In the first part of the Business plan was elaborated Business model consisted of nine building blocks. The following step was a Marketing plan starting by SWOT analysis, based on which it was determined company´s strategy. Then there was defined the target and positioning that should be used. It continued to the marketing-mix that was delineated in terms of the previously studied service marketing four P’s; product, price, placement and promotion. Afterwards, there was predetermined life cycle of the company, as well as the key success factors for the market. Additionally aspects such as name, vision, mission, logo and slogan were chosen.
O principal objectivo desta tese foi criar um plano de negócios para uma agência de recrutamento na Eslováquia, procurando animadores adequados para hotéis no Algarve e oferecendo cursos de educação e formação para jovens que estejam interessados em trabalhar como animador em hoteis. Para realizar essa tarefa, foi necessário em primeiro lugar analisar as teorias existentes sobre temas relacionados, como animação nos hoteis / entretenimento e empreendedorismo na Eslováquia com base numa revisão literária. Foi feito uma análise PESTLE aplicado determinar fatores políticos, económicos, sociais, tecnológicos, legais e ambientais. Após esta análise, procedeu a um estudo de mercado do Algarve como local onde os animadores serão colocados. Estudou-se a concorrência existente e potenciais clientes através de informações colhidas em entrevistas face-a-face com animadores, gerentes de hotéis do Algarve e com os gerentes de agências de animação que operam no Algarve. Este método também foi aplicado na análise de recursos humanos potenciais e concorrentes na Eslováquia. Em seguida, foram colhidas algumas entrevistas com o gerente de uma agência eslovaca de animação e alguns ex-animadores de hotéis com nacionalidade Eslovaca. Continuou-se com análise de seis forças de Porter e posteriormente com a realização de um plano de negócios. Na primeira parte do plano de negócios foi elaborado um modelo de negócio que consistia em nove partes. O passo seguinte foi fazer o plano de marketing, com análise SWOT na qual foi determinada a estratégia da empresa. Foi definido o alvo e posicionamento que a empresa deverá ter. Em seuida foi delineado o marketing mix em relação aos termos de serviço previamente estudados, comercialização de quatro P; produto, preço, colocação e promoção. Depois foi aplicado o ciclo de vida da empresa, bem como os principais fatores de sucesso para o mercado. Adicionalmente aspectos, tais como nome, visão, missão, logotipo e slogan foram escolhidos.
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29

Castro, Luís Faria Teixeira Cirne de Castro. "Plano de negócios para empresa de "Agência de viagens online especializada em Turismo Rural"." Master's thesis, 2018. http://hdl.handle.net/10400.26/32663.

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O presente estudo tem por objetivo investigar através de um Plano de Negócios, a viabilidade de mercado e económico-financeira de um projeto de criação de uma agência de viagens online especializada no Turismo em Espaço Rural, designadamente na conceção de pacotes turísticos para o mercado externo. O mercado-alvo é constituído para segmentos turísticos de classe média/alta que visitam a região da Serra da Estrela provenientes de Espanha, França, Alemanha e EUA. Para a realização do estudo de mercado foi aplicado um questionário a proprietários/gestores e responsáveis de marketing de diversos estabelecimentos hoteleiros, restaurantes e de atividades de animação turística na região. Os resultados do estudo demonstram que o projeto é sustentável em termos de mercado e é económica e financeiramente viável.
The present study aims to investigate through a Business Plan, the market, economic and financial feasibility of a project to create an online travel agency specialising in Tourism in Rural Space, namely in the design of tourist packages for the external market. The target market is middle and upper - class tourists that visit the Serra da Estrela region coming from Spain, France, Germany and the USA. To carry out the market research, a questionnaire was applied to the owners/managers and marketers of various hotel establishments, restaurants and tourist activities in the region. The results of the study demonstrate that the project is sustainable regarding the market and it is economically and financially feasible.
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30

Pereira, Hugo Miguel dos Reis. "Facial Animation using Intelligent Agents: Embedding Reactive Behaviours on Virtual Characters." Dissertação, 2012. https://repositorio-aberto.up.pt/handle/10216/67029.

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31

Pereira, Hugo Miguel dos Reis. "Facial Animation using Intelligent Agents: Embedding Reactive Behaviours on Virtual Characters." Master's thesis, 2012. https://repositorio-aberto.up.pt/handle/10216/67029.

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32

Yang, Hsiang-Yu, and 楊翔宇. "Agent-Based Cooperative Animation for Box-Manipulation using Reinforcement Learning." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/27h5bs.

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碩士
國立交通大學
多媒體工程研究所
107
This paper presents an approach to assist generation of animation for agent-based cooperative animation using reinforcement learning. We focus on manipulation skills for box-shaped objects, including pushing, pulling, and moving objects in a relay way. The main process is to train different kinds of agents using reinforcement learning to perform specific tasks in an environment. Each kind of agents learns a policy to manipulate an object. A physics simulator is adopted to simulate the interaction among objects. We also propose several tools to make ease of the design process for creating cooperative animation. We applied our approach to generate several animations in which agents work together to finish tasks. A user study indicates that by using our tools, users can easily create diverse cooperative animations.
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33

Earnshaw, Rae A., and P. J. Vince. "Intelligent Agents for Mobile and Virtual Media." 2002. http://hdl.handle.net/10454/7302.

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No
As the Internet and World Wide Web continue to influence corporate and private activities, systems are needed that mimic human-to-human interface, to simplify the human-to-computer interface. Intelligent Agents are likely to play a significant role in the design of such interfaces, and this book explores how they could influence media-based systems. Throughout, the text maps out the considerable advances that have already been made, paving the way toward a future where computers will be truly described as an intelligent aid to our personal and business lives.
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34

Silva, Rogério Eduardo da. "Creating partly autonomous expressive virtual actors for computer animation." Doctoral thesis, 2014. http://hdl.handle.net/1822/30295.

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Tese de doutoramento em Tecnologias e Sistemas de Informação
Autonomous digital actors represent the next stage in the animation industry in its search for novel processes for authoring character-based animations. In this research, we have conducted a literature review on the art of acting, to obtain an understanding of how apprentice actors learn their skills; this has enabled us to draw up a list of requirements for a proposed autonomous agent architecture for digital actors. The purpose of this was to suggest an improvement in the current technology on digital actors and the way \believable" characters are used by the game and animation industries. Our solution considers three main layers in terms of what skills autonomous actors should display: rst, they should be able to interpret script representations autonomously; second, there is a deliberation phase which aims at implementing an agent architecture to work out suitable ways of enacting the previously interpreted script and third, these enactments are translated into animation commands that are suitable for a given animation engine. We have outlined four versions for this virtual actors' framework, the third of which resulted in a prototype built using the Python language, for evaluation. The nal solution is a prototype that meets the list of requirements that were listed at the outset of the research. Although determining the best process for creating autonomous digital actors remains an open question, we believe that this thesis provides a better understanding of some of its components, and can lead towards the development of the rst fully functional autonomous digital actor.
Atores Digitais Autónomos representam o próximo avanço para a indústria da animação, em sua busca por novos processos de autoria de animações baseadas em personagens. Nesta investigação, foi realizada uma revisão de literatura relativamente a arte da atuação cénica, afim de se obter uma melhor compreensão acerca de como atores aprendizes aprendem suas competências; isto nos permitiu produzir uma lista de requisitos para uma arquitetura para agentes autónomos que atuem como atores digitais. O objetivo disto era sugerir melhorias na tecnologia atual de atores digitais e na maneira como personagens \credíveis" são utilizados pelas indústrias de jogos e animações. Nossa solução considera três camadas principais em termos de quais habilidades os atores autónomos deveriam demonstrar: primeiramente, eles deveriam ser capazes de interpretar uma representação abstrata de um roteiro de forma autónoma; a seguir, existe uma etapa de deliberação cujo objetivo é implementar uma arquitetura de agentes para determinar maneiras adequadas de atuação para o roteiro previamente interpretado; e por ultimo, tais atuações são então traduzidas em comandos de animação reconhecíveis por uma dada ferramenta de animação. Foram desenvolvidas quatro versões para este modelo de atores virtuais, sendo que a terceira delas resultou em um protótipo construído na linguagem Python, para avaliação. A solução final é um protótipo que atende a todos os critérios previstos pela lista de requisitos inicialmente proposta por esta investigação. Apesar do fato de que encontrar as melhores práticas de construção de atores digitais autónomos permanecer como uma questão em aberto, acredita-se que esta tese fornece uma melhor compreensão sobre alguns de seus componentes, e com isso aponta caminhos em direção ao desenvolvimento do primeiro ator digital autónomo, plenamente funcional.
Santa Catarina State University (UDESC)
Fundação para a Ciência e a Tecnologia (FCT)
Centro de Computação Gráfica (CCG)
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35

(8088227), Justin Cheng. "The Effects of Body Gestures and Gender on Viewer’s Perception of Pedagogical Agents’ Emotions." Thesis, 2019.

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The goal of this research is to develop Animated Pedagogical Agents (APA) that can convey clearly perceivable emotions through speech, facial expressions and body gestures. In particular, the two studies reported in the thesis investigated the extent to which modifications to the range of movement of 3 beat gestures, e.g., both arms synchronous outward gesture, both arms synchronous forward gesture, and upper body lean, and the agent ‘s gender have significant effects on viewer’s perception of the agent’s emotion in terms of valence and arousal. For each gesture the range of movement was varied at 2 discrete levels. The stimuli of the studies were 8 12-seconds animation clips generated using a fractional factorial design; in each clip an animated agent who speaks and gestures, gives a lecture segment on binomial probability. 4 clips featured a female agent and 4 clips featured a male agent. In the first study, which used a within-subject design and metric conjoint analysis, 120 subjects were asked to watch the 8 stimuli clips and rank them according to perceived valence and arousal (from highest to lowest). In the second study, which used a between-subject design, 300 participants were assigned to two groups of 150 subjects each. One group watched the 4 clips featuring the male agent and one group watched the 4 clips featuring the female agent. Each participant was asked to rate perceived valence and arousal for each clip using a 7-point Likert scale. Results indicated that extending the arms outwards and forwards as well as modifying the agent’s gender from male to female increased perceived valence and arousal, whereas rotating the body backwards increased only perceived valence.
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36

Kuan, Yi-Shiuan, and 官詣軒. "On Specifying Design Information for Distributed In-house Design Agent: Using Japanese Animation Cartoon Actors Design and Usage as Example." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/87374522231034207121.

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碩士
國立臺灣師範大學
設計研究所
95
In the face of the globalization and market trend, how to extract effective design alternatives from market information and to present a contemporary design process and information system is an important subject. The research objective is to study the statement model and remote design information integration, and then apply the research results to creation. In the process of product development and selling, issues like brand image, market position and design style will be discussed. Meanwhile, consumer behavior is often the result of personal values and life style. In the design process the definition of target market and target consumers’ needs must be ascertained. This study looks into both marketing research and life style and collects relevant information by literature review, interview, and field study. After that, the study creates a statement procedure of remote design information and a fundamental framework of information platform. While learning consumers’ demands for their life from all aspects, designers can recognize the features and cultures of local consumers’ life style and develop their design strategies in accordance with the target consumer’ characteristics, features and preferences. Through the platform, designers combine the information of remote markets for a collaborative design and for the ratiocination of future trend and focus. This study has an insight into Japanese comics and anime and otaku’s life style to testify the above theories and present the influences Japanese comics and anime has on Taiwanese as the reference of future practice and study.
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37

Patel, Himalaya. "The persuasiveness of humanlike computer interfaces varies more through narrative characterization than through the uncanny valley." Thesis, 2015. http://hdl.handle.net/1805/7910.

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Indiana University-Purdue University Indianapolis (IUPUI)
Just as physical appearance affects persuasion and compliance in human communication, it may also bias the processing of information from avatars, computer-animated characters, and other computer interfaces with faces. Although the most persuasive of these interfaces are often the most humanlike, they incur the greatest risk of falling into the uncanny valley, the loss of empathy associated with eerily human characters. The uncanny valley could delay the acceptance of humanlike interfaces in everyday roles. To determine the extent to which the uncanny valley affects persuasion, two experiments were conducted online with undergraduates from Indiana University. The first experiment (N = 426) presented an ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (recorded or animated), motion quality (smooth or jerky), and recommendation (disclose or refrain from disclosing sensitive information). Of these, only the recommendation changed opinion about the dilemma, even though the animated depiction was eerier than the human depiction. These results indicate that compliance with an authority persists even when using a realistic computer-animated double. The second experiment (N = 311) assigned one of two different dilemmas in professional ethics involving the fate of a humanlike character. In addition to the dilemma, there were three manipulations of the character’s human realism: depiction (animated human or humanoid robot), voice (recorded or synthesized), and motion quality (smooth or jerky). In one dilemma, decreasing depiction realism or increasing voice realism increased eeriness. In the other dilemma, increasing depiction realism decreased perceived competence. However, in both dilemmas realism had no significant effect on whether to punish the character. Instead, the willingness to punish was predicted in both dilemmas by narratively characterized trustworthiness. Together, the experiments demonstrate both direct and indirect effects of narratives on responses to humanlike interfaces. The effects of human realism are inconsistent across different interactions, and the effects of the uncanny valley may be suppressed through narrative characterization.
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