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潘巧明, 胡伟俭, 李庆华, 沈洋, 谢海明, 刘箴, 潘志庚. 情绪和动机驱动的虚拟人自适应感知模型[J]. 计算机辅助设计与图形学学报, 2015, 27(9): 1786-1794.
引用本文: 潘巧明, 胡伟俭, 李庆华, 沈洋, 谢海明, 刘箴, 潘志庚. 情绪和动机驱动的虚拟人自适应感知模型[J]. 计算机辅助设计与图形学学报, 2015, 27(9): 1786-1794.
Pan Qiaoming, Hu Weijian, Li Qinghua, Shen Yang, Xie Haiming, Liu Zhen, Pan Zhigeng. Adaptive Virtual Human Perception Modeling Driven on the Motivation and Emotions[J]. Journal of Computer-Aided Design & Computer Graphics, 2015, 27(9): 1786-1794.
Citation: Pan Qiaoming, Hu Weijian, Li Qinghua, Shen Yang, Xie Haiming, Liu Zhen, Pan Zhigeng. Adaptive Virtual Human Perception Modeling Driven on the Motivation and Emotions[J]. Journal of Computer-Aided Design & Computer Graphics, 2015, 27(9): 1786-1794.

情绪和动机驱动的虚拟人自适应感知模型

Adaptive Virtual Human Perception Modeling Driven on the Motivation and Emotions

  • 摘要: 通过引入注意力机制,以愉悦度、激活度、优势度(PAD维度)观测模型为理论基础,以OCC(Ortony-CloreColins)情绪模型为情绪选择范围,提出一种适用于3D动漫游戏的虚拟角色多通道自适应感知模型.该模型侧重于研究情绪状态对虚拟角色动态感知和动机的影响,考虑生理状况(体力)对感知的影响,通过行动、评估、行动周期模型驱动虚拟人的感知和动机,并以有限状态机实现虚拟人在不同需求下的情绪转换.最后设计并实现了一个基于本模型的虚拟人寻找目标物的原型系统.实验结果表明,文中模型能在较大程度上保持游戏的高可信性、趣味性和沉浸感.

     

    Abstract: In this paper, we propose an adaptive multiple-channel dynamic perception model for autonomous virtual humans in the 3D cartoon games. Our method is based on pleasure arousal dominance(PAD) dimension observation model, and chooses the Ortony, Clore, Colins model as emotion model. Our work studies the influence of emotion state on the motivation state of dynamic perception of virtual humans, and consider the influence of the physiological status(physical power). Our model drives the motivation of virtual human by execution evaluation action cycle, and implements the transformation of emotion in different demands of virtual human by finite-state machine. Finally, we implement a demo system based on the model on PC. The experimental results show that our model can maintain the high credibility, immersive and entertainment of game.

     

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