Skip to main content
Top

2023 | OriginalPaper | Chapter

6. Interaction with AI-Controlled Characters in AR Worlds

Author : Christoph Bichlmeier

Published in: Springer Handbook of Augmented Reality

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

With the release of commercial head worn augmented reality (AR) devices, the AR community has grown exponentially. These AR devices come with robust computer vision algorithms to perform adequate object tracking and spatial localization of the user as well as objects in the AR environment. They allow for user input in various ways to interact with the scene. In addition, these devices finally became lightweight and comfortable enough to be used for real jobs in real professional environments. A new era has begun that allows the development of AR applications on a new level. It is no longer necessary to be an expert in computer vision or computer graphics to create meaningful solutions for application ideas that mostly have been proposed already many years ago. The usage of top-level game engines enables app developers to integrate well-designed and textured models, animations, physical effects, and illumination into their solutions, even without programming knowledge. In the past, the big majority of AR applications has focused on placing additional rigid or animated objects into the AR environment. Alternatively, tracked real objects have been superimposed by virtual supplementary information such as virtual structures inside a real object. However, another type of augmented content has almost been neglected so far. This chapter addresses the integration of and interaction with virtual characters in AR environments. It provides an overview of research that has been published by the AR community in the past and classifies different types of characters. In addition, we introduce the reader to Game AI, an R&D subdiscipline of game engineering that focusses on controlling non-player characters (NPCs) in video games. Furthermore, this chapter discusses peculiarities of the interaction with NPCs in AR environments and takes a closer look at the psychological subjects namely perception, communication, and behavioral psychology.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Sutherland, I.E.: The ultimate display. In: Proceedings of the IFIP Congress, pp. 506–508 (1965) Sutherland, I.E.: The ultimate display. In: Proceedings of the IFIP Congress, pp. 506–508 (1965)
2.
go back to reference Millington, I., Funge, J.: Artificial Intelligence for Games. CRC Press, Boca Raton (2009)CrossRef Millington, I., Funge, J.: Artificial Intelligence for Games. CRC Press, Boca Raton (2009)CrossRef
3.
go back to reference Rabin, S.: Game AI Pro 3: Collected Wisdom of Game AI Professionals. CRC Press, Boca Raton (2017)CrossRef Rabin, S.: Game AI Pro 3: Collected Wisdom of Game AI Professionals. CRC Press, Boca Raton (2017)CrossRef
4.
go back to reference Rabin, S.: Game AI Pro: Collected Wisdom of Game AI Professionals. CRC Press, Boca Raton (2014) Rabin, S.: Game AI Pro: Collected Wisdom of Game AI Professionals. CRC Press, Boca Raton (2014)
5.
go back to reference Rabin, S.: Game AI Pro 2: Collected Wisdom of Game AI Professionals. CRC Press, Boca Raton (2015)CrossRef Rabin, S.: Game AI Pro 2: Collected Wisdom of Game AI Professionals. CRC Press, Boca Raton (2015)CrossRef
8.
go back to reference Kim, K., Bruder, G., Welch, G.: Blowing in the wind: increasing copresence with a virtual human via airflow influence in augmented reality. In: ICAT-EGVE 2018 – International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments (2018) Kim, K., Bruder, G., Welch, G.: Blowing in the wind: increasing copresence with a virtual human via airflow influence in augmented reality. In: ICAT-EGVE 2018 – International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments (2018)
10.
go back to reference Hartholt, A., Mozgai, S., Fast, E., Liewer, M., Reilly, A., Whitcup, W., Rizzo, A.: Virtual humans in augmented reality. In: Proceedings of the 7th International Conference on Human-Agent Interaction – HAI '19, pp. 205–207. Kyoto (2019) Hartholt, A., Mozgai, S., Fast, E., Liewer, M., Reilly, A., Whitcup, W., Rizzo, A.: Virtual humans in augmented reality. In: Proceedings of the 7th International Conference on Human-Agent Interaction – HAI '19, pp. 205–207. Kyoto (2019)
11.
go back to reference Anabuki, M., Kakuta, H., Yamamoto, H., Tamura, H.: Welbo. In: CHI ‘00 Extended Abstracts on Human Factors in Computing Systems – CHI ’00, p. 10. The Hague (2000) Anabuki, M., Kakuta, H., Yamamoto, H., Tamura, H.: Welbo. In: CHI ‘00 Extended Abstracts on Human Factors in Computing Systems – CHI ’00, p. 10. The Hague (2000)
12.
go back to reference Barakonyi, I., Schmalstieg, D.: Augmented reality agents in the development pipeline of computer entertainment. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds.) Lecture Notes in Computer Science, Entertainment Computing – ICEC 2005, pp. 345–356. Springer Berlin Heidelberg, Berlin/Heidelberg (2005) Barakonyi, I., Schmalstieg, D.: Augmented reality agents in the development pipeline of computer entertainment. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds.) Lecture Notes in Computer Science, Entertainment Computing – ICEC 2005, pp. 345–356. Springer Berlin Heidelberg, Berlin/Heidelberg (2005)
13.
go back to reference Kim, K., Boelling, L., Haesler, S., Bailenson, J., Bruder, G., Welch, G.F.: Does a digital assistant need a body? The influence of visual embodiment and social behavior on the perception of intelligent virtual agents in AR. In: 2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 105–114. Munich, Oct 2018 – Oct 2018 Kim, K., Boelling, L., Haesler, S., Bailenson, J., Bruder, G., Welch, G.F.: Does a digital assistant need a body? The influence of visual embodiment and social behavior on the perception of intelligent virtual agents in AR. In: 2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 105–114. Munich, Oct 2018 – Oct 2018
14.
go back to reference Norouzi, N., Kim, K., Hochreiter, J., Lee, M., Daher, S., Bruder, G., Welch, G.: A systematic survey of 15 years of user studies published in the intelligent virtual agents conference. In: Proceedings of the 18th International Conference on Intelligent Virtual Agents – IVA ‘18, pp. 17–22. Sydney (2018) Norouzi, N., Kim, K., Hochreiter, J., Lee, M., Daher, S., Bruder, G., Welch, G.: A systematic survey of 15 years of user studies published in the intelligent virtual agents conference. In: Proceedings of the 18th International Conference on Intelligent Virtual Agents – IVA ‘18, pp. 17–22. Sydney (2018)
15.
go back to reference Maes, P., Darrell, T., Blumberg, B., Pentland, A.: The ALIVE system: full-body interaction with autonomous agents. In: Proceedings Computer Animation ‘95, pp. 11–18. Geneva, Apr 1995 Maes, P., Darrell, T., Blumberg, B., Pentland, A.: The ALIVE system: full-body interaction with autonomous agents. In: Proceedings Computer Animation ‘95, pp. 11–18. Geneva, Apr 1995
16.
go back to reference Cassell, J., Ananny, M., Basu, A., Bickmore, T., Chong, P., Mellis, D., Ryokai, K., Smith, J., Vilhjalmsson, H., Yan, H.: Shared reality: physical collaboration with a virtual peer. In: CHI ‘00 Extended Abstracts on Human Factors in Computing Systems – CHI ‘00, pp. 259–260. The Hague (2000) Cassell, J., Ananny, M., Basu, A., Bickmore, T., Chong, P., Mellis, D., Ryokai, K., Smith, J., Vilhjalmsson, H., Yan, H.: Shared reality: physical collaboration with a virtual peer. In: CHI ‘00 Extended Abstracts on Human Factors in Computing Systems – CHI ‘00, pp. 259–260. The Hague (2000)
17.
go back to reference Cheok, A.D., Weihua, W., Yang, X., Prince, S., Wan, F.S., Billinghurst, M., Kato, H.: Interactive theatre experience in embodied + wearable mixed reality space. In: Proceedings of the International Symposium on Mixed and Augmented Reality, pp. 59–317. Darmstadt, Sept 2002 Cheok, A.D., Weihua, W., Yang, X., Prince, S., Wan, F.S., Billinghurst, M., Kato, H.: Interactive theatre experience in embodied + wearable mixed reality space. In: Proceedings of the International Symposium on Mixed and Augmented Reality, pp. 59–317. Darmstadt, Sept 2002
18.
go back to reference Balcisoy, S., Kallmann, M., Torre, R., Fua, P., Thalmann, D.: Interaction techniques with virtual humans in mixed environments. In: 5th IEEE EMBS International Summer School on Biomedical Imaging, p. 6. Berder Island, June 2002 Balcisoy, S., Kallmann, M., Torre, R., Fua, P., Thalmann, D.: Interaction techniques with virtual humans in mixed environments. In: 5th IEEE EMBS International Summer School on Biomedical Imaging, p. 6. Berder Island, June 2002
20.
go back to reference Magnenat-Thalmann, N., Papagiannakis, G.: Virtual worlds and augmented reality in cultural heritage applications. In: Recording, Modeling and Visualization of Cultural Heritage, pp. 419–430 (2005) Magnenat-Thalmann, N., Papagiannakis, G.: Virtual worlds and augmented reality in cultural heritage applications. In: Recording, Modeling and Visualization of Cultural Heritage, pp. 419–430 (2005)
21.
go back to reference Wagner, D., Billinghurst, M., Schmalstieg, D.: How real should virtual characters be?. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology – ACE ‘06, p. 57. Hollywood (2006) Wagner, D., Billinghurst, M., Schmalstieg, D.: How real should virtual characters be?. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology – ACE ‘06, p. 57. Hollywood (2006)
22.
go back to reference Miller, T., Weising, G.: Method for an Augmented Reality Character to Maintain and Exhibit Awareness of an Observer. US2018185757 (A1), US US201815906448 20180227, 5 July 2018 Miller, T., Weising, G.: Method for an Augmented Reality Character to Maintain and Exhibit Awareness of an Observer. US2018185757 (A1), US US201815906448 20180227, 5 July 2018
24.
go back to reference Arroyo-Palacios, J., Marks, R.: Believable virtual characters for mixed reality. In: 2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct), pp. 121–123. Nantes, Oct 2017 – Oct 2017 Arroyo-Palacios, J., Marks, R.: Believable virtual characters for mixed reality. In: 2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct), pp. 121–123. Nantes, Oct 2017 – Oct 2017
25.
go back to reference Ishii, H., Lee, N., Natkin, S., Tsushima, K. (eds.): Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology – ACE ‘06. ACM Press, New York (2006) Ishii, H., Lee, N., Natkin, S., Tsushima, K. (eds.): Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology – ACE ‘06. ACM Press, New York (2006)
26.
28.
go back to reference Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems 77(12), 1321--1329 (1994) Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems 77(12), 1321--1329 (1994)
33.
34.
go back to reference Agusanto, K., Li, L., Chuangui, Z., Sing, N.W.: Photorealistic rendering for augmented reality using environment illumination. In: The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings, pp. 208–216. Tokyo, Oct 2003 Agusanto, K., Li, L., Chuangui, Z., Sing, N.W.: Photorealistic rendering for augmented reality using environment illumination. In: The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings, pp. 208–216. Tokyo, Oct 2003
36.
go back to reference Röhner, J., Schütz, A.: Psychologie der Kommunikation. Springer Fachmedien Wiesbaden, Wiesbaden (2016)CrossRef Röhner, J., Schütz, A.: Psychologie der Kommunikation. Springer Fachmedien Wiesbaden, Wiesbaden (2016)CrossRef
37.
go back to reference Cialdini, R.B.: Influence: Science and Practice, 5th edn. Pearson Education, Boston (2009) Cialdini, R.B.: Influence: Science and Practice, 5th edn. Pearson Education, Boston (2009)
38.
go back to reference Petty, R.E., Cacioppo, J.T. (eds.): Communication and Persuasion. Springer New York, New York (1986) Petty, R.E., Cacioppo, J.T. (eds.): Communication and Persuasion. Springer New York, New York (1986)
40.
go back to reference Furukawa, T., Niwa, D., Hirano, Y., Hanamitsu, N., Kamiyama, Y., Nii, H., Krekoukiotis, C., Minamizawa, K., Noda, A., Yamada, J., Kitamura, K.: Designing a full-body customizable haptic interface using two-dimensional signal transmission. In: ACM SIGGRAPH 2019 Posters on – SIGGRAPH '19, pp. 1–2. Los Angeles (2019) Furukawa, T., Niwa, D., Hirano, Y., Hanamitsu, N., Kamiyama, Y., Nii, H., Krekoukiotis, C., Minamizawa, K., Noda, A., Yamada, J., Kitamura, K.: Designing a full-body customizable haptic interface using two-dimensional signal transmission. In: ACM SIGGRAPH 2019 Posters on – SIGGRAPH '19, pp. 1–2. Los Angeles (2019)
42.
go back to reference Hargie, O., Dickson, D.: Skilled Interpersonal Communication: Research, Theory, and Practice, 4th edn. Routledge, London (2004)CrossRef Hargie, O., Dickson, D.: Skilled Interpersonal Communication: Research, Theory, and Practice, 4th edn. Routledge, London (2004)CrossRef
43.
go back to reference Blascovich, J., Bailenson, J.: Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution, 1st edn. William Morrow, New York (2011) Blascovich, J., Bailenson, J.: Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution, 1st edn. William Morrow, New York (2011)
46.
go back to reference Bonsch, A., Radke, S., Overath, H., Asche, L.M., Wendt, J., Vierjahn, T., Habel, U., Kuhlen, T.W.: Social VR: how personal space is affected by virtual agents’ emotions. In: 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 199–206. Reutlingen, Mar 2018 – Mar 2018 Bonsch, A., Radke, S., Overath, H., Asche, L.M., Wendt, J., Vierjahn, T., Habel, U., Kuhlen, T.W.: Social VR: how personal space is affected by virtual agents’ emotions. In: 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 199–206. Reutlingen, Mar 2018 – Mar 2018
47.
go back to reference Reynolds, C.W.: Steering behaviors for autonomous characters. In Game developers conference (Vol. 1999, pp. 763--782) (1999) Reynolds, C.W.: Steering behaviors for autonomous characters. In Game developers conference (Vol. 1999, pp. 763--782) (1999)
Metadata
Title
Interaction with AI-Controlled Characters in AR Worlds
Author
Christoph Bichlmeier
Copyright Year
2023
DOI
https://doi.org/10.1007/978-3-030-67822-7_6

Premium Partner