A Behavioral Perspective of Virtual Heritage Reconstruction
Keywords:virtual reality, behavior, motion capture, fuzzy-oriented modeling, virtual agent
AbstractOur contribution focuses on the behavioral aspects that are currently used in the modeling of the virtual inhabitants of a reconstructed Greek- Roman colony in the framework of the TOMIS project. The project aims at promoting culture by the mean of the reconstruction of historical sites together with their virtual societies based on virtual and/or augmented reality technologies. Our efforts are oriented both on 3D modeling of virtual humans, animation of the virtual humans on every-day human activities and, most important, on the spicing these activities with human emotions. To this end, we iterate the most common agent-based architectures used to produce credible behavior of the virtual agents (humans or animals) in situations inspired from the real world, and emphasize their direct applicability both in humans and animal animations in order to obtain complex behavior based on atomic activities. Finally, the paper presents the technological issues related to the used motion capture technology, as source of high-definition human atomic actions, that participates in complex action plans for virtual agents activities.
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