Rich Representation Language
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Rich Representation Language
The Rich Representation Language, often abbreviated as RRL, is a computer animation language specifically designed to facilitate the interaction of two or more animated characters.Intelligent virtual agents: 6th international working conference'' by Jonathan Matthew Gratch 2006 page 221P. Piwek, et al. ''RRL: A Rich Representation Language for the Description of Agent Behaviour'' in "Proceedings of the AAMAS-02 Workshop on Embodied conversational agents", July 16, 2002, Bologna, Italy. The research effort was funded by the European Commission as part of the NECA Project. The NECA (Net Environment for Embodied Emotional Conversational Agents) framework within which RRL was developed was not oriented towards the animation of movies, but the creation of intelligent "virtual characters" that interact within a virtual world and hold conversations with emotional content, coupled with suitable facial expressions. RRL was a pioneering research effort which influenced the design of other la ...
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Computer Animation
Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film. Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations. Computer-generated animations can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it but advanced slightly in time (usually at a ra ...
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Grammar
In linguistics, the grammar of a natural language is its set of structure, structural constraints on speakers' or writers' composition of clause (linguistics), clauses, phrases, and words. The term can also refer to the study of such constraints, a field that includes domains such as phonology, morphology (linguistics), morphology, and syntax, often complemented by phonetics, semantics, and pragmatics. There are currently two different approaches to the study of grammar: traditional grammar and Grammar#Theoretical frameworks, theoretical grammar. Fluency, Fluent speakers of a variety (linguistics), language variety or ''lect'' have effectively internalized these constraints, the vast majority of which – at least in the case of one's First language, native language(s) – are language acquisition, acquired not by conscious study or language teaching, instruction but by hearing other speakers. Much of this internalization occurs during early childhood; learning a language later ...
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Virtual Actor
A virtual human, virtual persona, or digital clone is the creation or re-creation of a human being in image and voice using computer-generated imagery and sound, that is often indistinguishable from the real actor. The idea of a virtual actor was first portrayed in the 1981 film ''Looker'', wherein models had their bodies scanned digitally to create 3D computer generated images of the models, and then animating said images for use in TV commercials. Two 1992 books used this concept: ''Fools'' by Pat Cadigan, and ''Et Tu, Babe'' by Mark Leyner. In general, virtual humans employed in movies are known as synthespians, virtual actors, vactors, cyberstars, or "silicentric" actors. There are several legal ramifications for the digital cloning of human actors, relating to copyright and personality rights. People who have already been digitally cloned as simulations include Bill Clinton, Marilyn Monroe, Fred Astaire, Ed Sullivan, Elvis Presley, Bruce Lee, Audrey Hepburn, Anna Marie Go ...
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Humanoid Animation
Humanoid Animation (HAnim) is an approved ISO and IEC standard for humanoid modeling and animation. HAnim defines a specification for defining interchangeable human figures so that those characters can be used across a variety of 3D games and simulation environments. The HAnim Standard was developed in the late 1990s and was significantly influenced by the Jack human modeling system and the research of experts in the graphics, ergonomics, simulation & gaming industry. See also * Rich Representation Language * X3D * VRML Software Bitmanagement Software ContactVRML/X3D Browser ExitRealityVRML/X3D Freeware Browser * Flux Player, VRML/X3D Freeware Browser * Flux Studio, VRML/X3D Freeware Modeler. Exports H-Anim * Seamless3d Seamless3d is an open-source 3D modeling software available under the MIT license. The models for the virtual reality world Techuelife Island were created using Seamless3d technology. Techuelife Island is showcased by Blaxxun as an example of wha ..., Open S ...
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Virtual Human Markup Language
The Virtual Human Markup Language often abbreviated as VHML is a markup language used for the computer animation of human bodies and facial expressions.''Data-driven 3D facial animation'' by Zhigang Deng, Ulrich Neumann 2007 page 54 The language is designed to describe various aspects of human-computer interactions with regards to facial animation, text to Speech, and multimedia information. Format VHML consists of the following so-called "sub-languages": * Emotional Markup Language (EML) * Gesture Markup Language (GML) * Speech Markup Language (SML) * Facial Animation Markup Language (FAML) * Body Animation Markup Language (BAML) * Extensible HyperText Markup Language (XHTML) * Dialogue Manager Markup Language (DMML) See also * Rich Representation Language The Rich Representation Language, often abbreviated as RRL, is a computer animation language specifically designed to facilitate the interaction of two or more animated characters.Intelligent virtual agents: 6th international ...
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Face Animation Parameter
A Face Animation Parameter (FAP) is a component of the MPEG-4 Face and Body Animation (FBA) International Standard (ISO/IE14496-1 developed by the Moving Pictures Experts Group. It describes a standard for virtually representing humans and humanoids in a way that adequately achieves visual speech intelligibility as well as the mood and gesture of the speaker, and allows for very low bitrate compression and transmission of animation parameters. FAPs control kefeature pointson a face model mesh that are used to produce animated visemes and facial expressions, as well as head and eye movement. These feature points are part of the Face Definition Parameters (FDPs) also defined in the MPEG-4 standard. FAPs represent 66 displacements and rotations of the feature points from the neutral face position, which is defined as: mouth closed, eyelids tangent to the iris, gaze and head orientation straight ahead, teeth touching, and tongue touching teeth. These FAPs were designed to be closely r ...
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MPEG-4
MPEG-4 is a group of international standards for the compression of digital audio and visual data, multimedia systems, and file storage formats. It was originally introduced in late 1998 as a group of audio and video coding formats and related technology agreed upon by the ISO/IEC Moving Picture Experts Group (MPEG) ( ISO/IEC JTC 1/SC29/WG11) under the formal standard ISO/IEC 14496 – ''Coding of audio-visual objects''. Uses of MPEG-4 include compression of audiovisual data for Internet video and CD distribution, voice (telephone, videophone) and broadcast television applications. The MPEG-4 standard was developed by a group led by Touradj Ebrahimi (later the JPEG president) and Fernando Pereira. Background MPEG-4 absorbs many of the features of MPEG-1 and MPEG-2 and other related standards, adding new features such as (extended) VRML support for 3D rendering, object-oriented composite files (including audio, video and VRML objects), support for externally specified Digital ...
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Turn-taking
Turn-taking is a type of organization in conversation and discourse where participants speak one at a time in alternating turns. In practice, it involves processes for constructing contributions, responding to previous comments, and transitioning to a different speaker, using a variety of linguistic and non-linguistic cues. While the structure is generally universal, that is, overlapping talk is generally avoided and silence between turns is minimized, turn-taking conventions vary by culture and community. Conventions vary in many ways, such as how turns are distributed, how transitions are signaled, or how long the average gap is between turns. In many contexts, conversation turns are a valuable means to participate in social life and have been subject to competition. It is often thought that turn-taking strategies differ by gender; consequently, turn-taking has been a topic of intense examination in gender studies. While early studies supported gendered stereotypes, such as men ...
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Prosody (linguistics)
In linguistics, prosody () is concerned with elements of speech that are not individual phonetic segments (vowels and consonants) but are properties of syllables and larger units of speech, including linguistic functions such as intonation, stress, and rhythm. Such elements are known as suprasegmentals. Prosody may reflect features of the speaker or the utterance: their emotional state; the form of utterance (statement, question, or command); the presence of irony or sarcasm; emphasis, contrast, and focus. It may reflect elements of language not encoded by grammar or choice of vocabulary. Attributes of prosody In the study of prosodic aspects of speech, it is usual to distinguish between auditory measures ( subjective impressions produced in the mind of the listener) and objective measures (physical properties of the sound wave and physiological characteristics of articulation that may be measured objectively). Auditory (subjective) and objective ( acoustic and articulatory) ...
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Interjection
An interjection is a word or expression that occurs as an utterance on its own and expresses a spontaneous feeling or reaction. It is a diverse category, encompassing many different parts of speech, such as exclamations ''(ouch!'', ''wow!''), curses (''damn!''), greetings (''hey'', ''bye''), response particles (''okay'', ''oh!'', ''m-hm'', '' huh?''), hesitation markers (''uh'', ''er'', ''um''), and other words (''stop'', ''cool''). Due to its diverse nature, the category of interjections partly overlaps with a few other categories like profanities, discourse markers, and fillers In processed animal foods, a filler is an ingredient added to provide dietary fiber, bulk or some other non-nutritive purpose. Products like corncobs, feathers, soy, cottonseed hulls, peanut hulls, citrus pulp, screening, weeds, straw, and cere .... The use and linguistic discussion of interjections can be traced historically through the Greek and Latin Modistae over many centuries. Historical classif ...
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Emotion Classification
Emotion classification, the means by which one may distinguish or contrast one emotion from another, is a contested issue in emotion research and in affective science. Researchers have approached the classification of emotions from one of two fundamental viewpoints: # that emotions are discrete and fundamentally different constructs # that emotions can be characterized on a dimensional basis in groupings Emotions as discrete categories In discrete emotion theory, all humans are thought to have an innate set of basic emotions that are cross-culturally recognizable. These basic emotions are described as "discrete" because they are believed to be distinguishable by an individual's facial expression and biological processes. Theorists have conducted studies to determine which emotions are basic. A popular example is Paul Ekman and his colleagues' cross-cultural study of 1992, in which they concluded that the six basic emotions are anger, disgust, fear, happiness, sadness, and su ...
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Semantics
Semantics (from grc, σημαντικός ''sēmantikós'', "significant") is the study of reference, meaning, or truth. The term can be used to refer to subfields of several distinct disciplines, including philosophy Philosophy (from , ) is the systematized study of general and fundamental questions, such as those about existence, reason, knowledge, values, mind, and language. Such questions are often posed as problems to be studied or resolved. Some ..., linguistics and computer science. History In English, the study of meaning in language has been known by many names that involve the Ancient Greek word (''sema'', "sign, mark, token"). In 1690, a Greek rendering of the term ''semiotics'', the interpretation of signs and symbols, finds an early allusion in John Locke's ''An Essay Concerning Human Understanding'': The third Branch may be called [''simeiotikí'', "semiotics"], or the Doctrine of Signs, the most usual whereof being words, it is aptly enough ter ...
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