Mapping Attitudes to Movements Based on Cultural Norms
First Claim
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1. A character programming and control system for programming and controlling a virtual character during a social simulation, comprising:
- a behavior module configured to cause the virtual character to perform selected pre-programmed movements during the social simulation;
an authoring tool configured to receive from an author a selection of a plurality of pre-programmed attitudes that the virtual character should exhibit during the social simulation; and
a social puppet module configured to dictate which of the pre-programmed movements correspond to each of the selected attitudes.
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Abstract
A character programming and control system and method for programming and controlling a virtual character during a social simulation, a character programming method for programming the actions of a virtual character, and a system and method for developing social skills of a user.
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Citations
36 Claims
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1. A character programming and control system for programming and controlling a virtual character during a social simulation, comprising:
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a behavior module configured to cause the virtual character to perform selected pre-programmed movements during the social simulation;
an authoring tool configured to receive from an author a selection of a plurality of pre-programmed attitudes that the virtual character should exhibit during the social simulation; and
a social puppet module configured to dictate which of the pre-programmed movements correspond to each of the selected attitudes. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16)
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17. A character programming and control method for programming and controlling a virtual character during a social simulation, comprising:
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causing the virtual character to perform selected pre-programmed movements during the social simulation;
receiving from an author a selection of a plurality of pre-programmed attitudes that the virtual character should exhibit during the social simulation; and
dictating which of the pre-programmed movements correspond to each of the selected attitudes.
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18. A character programming method for programming the actions of a virtual character, comprising:
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for each of a set of specified movements, programming into a computer system the changes that should occur to the appearance of the virtual character to effectuate the performance of the movement; and
for each of a set of specified attitudes, programming into a computer system a selection of one or more of the set of specified movements that the virtual character should perform to exhibit the attitude.
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- 19. The character programming method of claim 19 wherein the programming of the selection of the one or more movements to exhibit each attitude are based on norms of a culture.
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26. A system for developing social skills of a user, comprising:
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a user interface configured to receive non-verbal movement information indicative of movements of the user during participation in a social simulation; and
an input manager module configured to receive the non-verbal movement information and to translate it into a communication that the movement indicated by the movement information objectively indicates under the norms of a culture. - View Dependent Claims (27, 28, 29, 30, 31, 32, 33, 34, 35)
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36. A method for developing social skills of a user, comprising:
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receiving non-verbal movement information indicative of movements of the user during participation in a social simulation; and
translating the non-verbal movement information into a communication that the movement indicated by the movement information objectively indicates under the norms of a culture.
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Specification