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Non-Verbal Behaviour for Believable Synthetic Agents
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Dr John Shearer
Professor Patrick Olivier
Shearer J, Heslop P, Olivier P, De-Boni M
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Realism for synthetic characters, both in computer games and conversational agentmediated applications, requires both visual and behavioural fidelity. One significantarea of synthetic character behaviour, that has to date received little attention, is nonverbalbehaviour. In identifying the scope and participants of non-verbal behaviourin computer games we first review the range of spatial and task scenarios that arerelevant. We then select the principal categories of non-verbal behaviour: proxemics,gaze, gesture, self-adaptors and passive communication – summarising their role incommunication and propose their incorporation in the design of non-player characters.In conclusion we review the question of how to capture the non-verbal behaviourof players or provide them with interaction techniques that might facilitate non-verbalcommunication with players and non-player characters alike.
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