ACM Home Page
Please provide us with feedback. Feedback
Scripting embodied agents behaviour with CML: character markup language
Full text PdfPdf (678 KB)
Source International Conference on Intelligent User Interfaces archive
Proceedings of the 8th international conference on Intelligent user interfaces table of contents
Miami, Florida, USA
POSTER SESSION: Accepted Posters table of contents
Pages: 313 - 316  
Year of Publication: 2003
ISBN:1-58113-586-6
Authors
Yasmine Arafa  Imperial College London, London, UK
Abe Mamdani  Imperial College London, London, UK
Sponsors
ACM: Association for Computing Machinery
SIGART: ACM Special Interest Group on Artificial Intelligence
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 8,   Downloads (12 Months): 31,   Citation Count: 6
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/604045.604109
What is a DOI?

ABSTRACT

Embodied agents present ongoing challenging agenda for research in multi-modal user interfaces and human-computer-interaction. Such agent metaphors will only be widely applicable to online applications when there is a standardised way to map underlying engines with the visual presentation of the agents. This paper delineates the functions and specifications of a mark-up language for scripting the animation of virtual characters. The language is called: Character Mark-up Language (CML) and is an XML-based character attribute definition and animation scripting language designed to aid in the rapid incorporation of lifelike characters/agents into online applications or virtual reality worlds. This multi-modal scripting language is designed to be easily understandable by human animators and easily generated by a software process such as software agents. CML is constructed based jointly on motion and multi-modal capabilities of virtual life-like figures. The paper further illustrates the constructs of the language and describes a real-time execution architecture that demonstrates the use of such a language as a 4G language to easily utilise and integrate MPEG-4 media objects in online interfaces and virtual environments


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Ekman, P. and Rosenberg, E. L..What the Face Reveals: Basic &pplied Studies of Spontaneous Expression Using the Facial Action Coding System. Oxford Uni.Press, 1997.
 
2
HumanML -http://www.humanmarkup.org/work/humanmlSchema.zip
 
3
McNeill, D. Hands and Mind. The University of Chicago Press, 1992.
 
4
Microsoft Corporation: Microsoft Agent Programming Interface Overview, 1998. http://www.microsoft.com
 
5
SMIL - http://www.w3.org/AudioVideo/
 
6
Semantics - http://www.semantics.com

CITED BY  6

Collaborative Colleagues:
Yasmine Arafa: colleagues
Abe Mamdani: colleagues