Towards a Common Framework for Multimodal Generation: The Behavior Markup Language
By Stefan Kopp, Brigitte Krenn, Stacy C. Marsella, Andrew N. Marshall, Catherine Pelachaud, Hannes Pirker, Kristinn R. Thórisson, Hannes Högni Vilhjálmsson. International Conference on Intelligent Virtual Agents, 2006
506 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Social Psychology
View Paper: https://www.semanticscholar.org/paper/ad72b65ab67ebe502e27b16932ffafd9a69d61ca
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Louis-philippe Morency
- Percy Liang
- Andrew Owens
- David DeVault
- Kallirroi Georgila
- Shiry Ginosar
- Stacy C. Marsella
- Jonathan Gratch
In Social Psychology
- Stacy C. Marsella
- Jonathan Gratch
- Jitendra Malik
- Marcelo Kallmann
- Marcus Thiébaux
- Gale M. Lucas
- Andrew N. Marshall
- Louis-philippe Morency
Citations in the corpus
- Speech gesture generation from the trimodal context of text, audio, and speaker identity (2020, methodology): “Interactive applications, in which the agents interact with humans with various speech utterances in real time, mostly use automatic gesture generation methods. typical automatic generation method is rule-based generation (Cassell et al. 2004; Kopp et al. 2006; Marsella et al. 2013).”
- Learning Individual Styles of Conversational Gesture (2019, background): “Subsequent rule-based systems [25] proposed new ways of expressing gestures via annotations.”
- SmartBody: behavior realization for embodied conversational agents (2008, methodology): “To help facilitate this goal, SmartBody was designed around the SAIBA framework’s Behavior Markup Language (BML) standard [2].”
- Conversational Agents and Natural Language Interaction: Techniques and Effective Practices (2011, methodology): “Once the NVBG selects the appropriate behavior for the text, it then packages this up into a Behavioral Markup Language (BML) (Kopp et al., 2006) structure and sends it to the procedural animation system, SmartBody in the output phase.”
- SimSensei kiosk: a virtual human interviewer for healthcare decision support (2014, background): “The final result is a schedule of behaviors, described in the Behavior Markup Language (BML; [20]), that is passed to the character animation system.”