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Wen-Poh Su

dblp:05/4387 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2007
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%
Artificial intelligence
1 paper
Knowledge representation and reasoning · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge-based systems › rule-based systems
fuzzy rule-based systems
0.012007
Personality and Emotion-Based High-Level Control of Affective Story Characters · IEEE Trans. Vis. Comput. Graph. 2007

Methods — techniques the papers use, named apart from their topics

hierarchical fuzzy rule-based system · 0.1abridged big five circumplex model · 0.1
YearPublicationVenuePosition
2007 Personality and Emotion-Based High-Level Control of Affective Story Characters
abstract
Human emotional behavior, personality, and body language are the essential elements in the recognition of a believable synthetic story character. This paper presents an approach using story scripts and action descriptions in a form similar to the content description of storyboards to predict specific personality and emotional states. By adopting the Abridged Big Five Circumplex (AB5C) Model of personality from the study of psychology as a basis for a computational model, we construct a hierarchical fuzzy rule-based system to facilitate the personality and emotion control of the body language of a dynamic story character. The story character can consistently perform specific postures and gestures based on his/her personality type. Story designers can devise a story context in the form of our story interface which predictably motivates personality and emotion values to drive the appropriate movements of the story characters. Our system takes advantage of relevant knowledge described by psychologists and researchers of storytelling, nonverbal communication, and human movement. Our ultimate goal is to facilitate the high-level control of a synthetic character.
Wen-Poh Su, Binh Pham 0001, Aster Wardhani
IEEE Trans. Vis. Comput. Graph.1