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Proceedings Paper

Path branching in simulation of an intelligent object behavior in a virtual reality system
Author(s): Sergey F. Mironov
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Paper Abstract

Virtual reality systems gained a wide expansion nowadays. They appear as three-dimensional trainers and simulators, video games, various visualization systems, virtual www-spaces and so on. The area of applications for such systems is rapidly expanding that is supported first of all by a quick development of appropriate hardware and software tools. The main problem in the virtual reality systems is allowing a user to be effectively present in the space, navigate through it, and also to interact with the space, objects and characters (intelligent agents) embedded in the created synthetic space. One of the tasks raising on building the virtual reality system is creation of behavioral animation (or simply behavior) of intellectual agents. The behavior represents actions that are usually described with terms of natural speech, having social, psychological or physiological meanings that are not necessarily trivial in reducing to actual animation, i.e. to movement of effectors, skeleton etc.

Paper Details

Date Published: 1 February 2001
PDF: 5 pages
Proc. SPIE 4348, Fourth International Workshop on Nondestructive Testing and Computer Simulations in Science and Engineering, (1 February 2001); doi: 10.1117/12.417682
Show Author Affiliations
Sergey F. Mironov, St. Petersburg State Technical Univ. (Russia)


Published in SPIE Proceedings Vol. 4348:
Fourth International Workshop on Nondestructive Testing and Computer Simulations in Science and Engineering
Alexander I. Melker, Editor(s)

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