Figure 16: virtual entities classification.
• Virtual puppet whose decision to move and the
origin of the movement comes from an external
entity.
• Virtual golem capable of moving by itself but
without free will.
• Virtual actor who has a freedom of thought and a
capacity for movement by its own will.
• Virtual mask which is an external entity capable of
making decisions, but which manipulates a third
person (such as a puppet, golem or other actor).
This classification helps to differentiate an avatar
(virtual puppet), a bot (virtual golem), or a creature
from artificial life (virtual actor).
REFERENCES
Batras, D., Guez, J., J
´
ego, J.-F., and Tramus, M.-H. (2016).
A virtual reality agent-based platform for improvisa-
tion between real and virtual actors using gestures. In
Proceedings of the 2016 Virtual Reality International
Conference on - VRIC ’16, pages 1–4.
Cowley, D. (2018). Siren at FMX 2018: Crossing the Un-
canny Valley in Real Time.
Forbus, K. D. and Wright, W. (2001). Some notes on pro-
gramming objects in The Sims. Northwestern Univer-
sity.
Gagner
´
e, G., Plessiet, C., Lavender, A., and White, T.
(2018a). The challenges of movement quality using
motion capture in real-time theatrical performance.
In Proceedings of the 5th International Conference
on Movement and Computin, pages 44–53, Genoa
(Italia). ACM.
Gagner
´
e, G., Plessiet, C., and Sohier, R. (2018b). Avatar
Staging : an evolution of a real time framework for
theater based on an on-set previz technology . In
Proceedings of the 2018 Virtual Reality International
Conference on - VRIC ’18, page 4. ACM.
Gagner
´
e, G., Plessiet, C., and Sohier, R. (2018). Intercon-
nected virtual space and theater: A research–creation
project on theatrical performance space in the network
era. In Challenges of the Internet of Things: Tech-
nology, Use, Ethics, volume 7, pages 165–190. Wiley
Online Library.
Grand, S. and Mindscape (1996). Creatures.
Mateas, M. and Stern, A. (2004). Natural language under-
standing in fac¸ade: Surface-text processing. In Inter-
national Conference on Technologies for Interactive
Digital Storytelling and Entertainment, pages 3–13.
Springer.
Minsky, M. (1988). Society of mind. Simon and Schuster.
Raitt, B. and Minter, G. (2000). Digital sculpture tech-
niques. URL, www. izware. com/news/indexa446.
html.
Reynolds, C. W. (1987). Flocks, herds and schools: A dis-
tributed behavioral model. ACM SIGGRAPH Com-
puter Graphics, 21(4):25–34.
Sims, K. (1994). Evolving virtual creatures. In Proceedings
of the 21st annual conference on Computer graphics
and interactive techniques - SIGGRAPH ’94, pages
15–22. ACM.
Taylor, D. (1997). Three ways to get a-life. IEEE Expert,
12(4):25–30.
Thalmann, D. (1996). A New Generation of Synthetic Ac-
tors: the Real-time and Interactive Perceptive Actors.
In Proc. Pacific Graphics, volume 96, pages 200–219.
Citeseer.
Theory, N. (2016). From Previs to Final in Five Minutes —
Siggraph 2016 — Full Presentation.
Thirioux, B., Jorland, G., Bret, M., Tramus, M.-H., and
Berthoz, A. (2009). Walking on a line: a motor
paradigm using rotation and reflection symmetry to
study mental body transformations. Brain and cog-
nition, 70(2):191–200.
Tisseau, J. (2004). Virtual reality and complex-
ity. Manifeste scientifique de l’Ecole Nationale
d’Ing
´
enieurs . . . , pages 1–26. http://enib.fr/ tis-
seau/pdf/paper/manifeste.uk.pdf.
Wallace, R. (2003). The elements of AIML style. Alice AI
Foundation.
Weizenbaum, J. (1966). ELIZA- a computer program for
the study of natural language communication between
man and machine. Communications of the ACM,
9(1):36–45.
Wiener, N. (1964). God and Golem, Inc: A Comment on
Certain Points where Cybernetics Impinges on Reli-
gion. MIT press.
Wright, W. and Maxis (2000). the sims.
HUCAPP 2019 - 3rd International Conference on Human Computer Interaction Theory and Applications
174