Methods for spontaneously generating behavior in two and three-dimensional images and mechanical robots, and of linking this behavior to that of human users
First Claim
1. A method of controlling an artificial character, including computer-generated images of a character and physical robots, comprising:
- a) creating modifications of said artificial character to portray character attributes, including emotions and body movements.b) controlling one or more of said modifications of said artificial character with mathematical formulae, including those used to model the behavior of springs, such that said modifications of said artificial character can be interactively displaced from a target position, and will respond in accordance with said mathematical formulae.c) adjusting parameters of said mathematical formulae, including spring constant and damping, such that the resultant rates of movements of said displaced regions convey various moods, attitudes, or emotional states of said artificial character.
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Abstract
The spontaneous animation methods disclosed herein generate apparent emotions and apparent willful actions in artificial characters using mathematical formulae. Because these animations are spontaneously calculated, they are precisely tailored to interactive input. This is in contrast to current methods for creating interactive characters, in which the computer selects among predetermined animation sequences to approximate an appropriate reaction.
In addition to spontaneously generating emotional states and actions, this method is further capable of spontaneously evolving a progression of emotive states and actions, thereby simulating an evolving emotional relationship and/or creating extended interactive sequences with a plot-like structure.
Because spontaneous animation replaces stored behaviors with realtime calculations, it can require thousands of times less data than animation methods currently used in animation and gaming.
43 Citations
5 Claims
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1. A method of controlling an artificial character, including computer-generated images of a character and physical robots, comprising:
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a) creating modifications of said artificial character to portray character attributes, including emotions and body movements. b) controlling one or more of said modifications of said artificial character with mathematical formulae, including those used to model the behavior of springs, such that said modifications of said artificial character can be interactively displaced from a target position, and will respond in accordance with said mathematical formulae. c) adjusting parameters of said mathematical formulae, including spring constant and damping, such that the resultant rates of movements of said displaced regions convey various moods, attitudes, or emotional states of said artificial character.
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2. A method of controlling an artificial character, including computer-generated images of a character and physical robots, comprising:
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a) creating modifications of said artificial character to portray character emotions. b) using dynamic equations to control said modifications of said artificial character, such that said modifications of said character to portray emotions can respond as if forces were applied to them. - View Dependent Claims (3, 4, 5)
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Specification