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具備人工生命的汽車駕駛虛擬環境之研究---行為與動畫引擎(I)

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Artificial Life for the Virtual Environment of Driving –

The Behavior and Animation Engine (I)

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tKey Words: Virtual Reality, Artificial Life, Driving Simulator,

Autonomous Agent, Behavioral Model, Reaction and Interaction, Sensing Engine)

Driving simulators are important applications of virtual reality. The traditional applications of driving simulators include only the scene

created by applications’ screenwriters, and are short of the interaction between the participants (drivers) and the roles in the scene, (such as the interaction

between cars and cars, between cars and pedestrians, and between cars and the environment, etc.) This could prevent the participants from achieving the full immersion in the virtual environment. In this project, we include the concept of artificial life as an effective approach to embed the interaction between roles in a virtual environment. We have

constructed the model of autonomous agents, the model of the behaviors of autonomous agents, and the basic design of the sensing engine.

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'1#axDBžŸ ¡¢£ .¤¥1 .¦§¨f-—˜©ªA!BParticipants)«[ \]¬Immersive).­®1Z2: ¯7dexD°ˆ.#a1wc- ;<±².a ³´Frame Sequence)1RSµ .A!B 2¶1·—:¸¹BViewer).=1 …¹º»KL.¼½12TU!• –KL¾¿ ½À1Virtual Actors)ÁŸÂÃ"#1 ½À ÄTUÅÆ]Ç ½À¾A!B. #DˆÈÉ]#1ÊËÌÍ1 ί7.#ade 03  pTUVA!BÏXYZ[\]. ­®^ÄÐ-3ÑÒ.ÓÔÕ1֍ ‡ˆ1#axD.€°×£. €‰Š1Ÿ«¬^ E3Ø@yz{|!‘Ù Biology)Ñ.ÚÛ10: #a xDJKL.Ü#ÝÞ^ ß0.àáâ:wã‘#‘ä1 åæâ: 03çè!‘äéêë .ì‘N_€f/í OP)1 3 Ü0.îí-—˜ïgA!B!É $." #Ã1ghA!B[\].%ð^ _`a.4.-€3«[ \].OP $¬f 0ñò.de^ 󀁉U!r® n3OP. $ô õ1pöª•–ä écš.! 1ij÷ ´€øÕùOP $ú.€ ûü 1. oflmThe Modeling of Autonomous Agents) ij:«‘¨ýŠ Object-Oriented)¬.‰Uˆlm OP*+ÝÔ þÝÔ!>‘^ $.1:‘ ¨Object Type)ˆ¼12 ]ñ ‘¨ . Instance^ijÎÅÆ .à <]ú Ã1 Ãâ‚1)Ž Ã2) #D Ã: 3) ÃQó ^Ž ÃE0ˆ Ò .ÝQ!Žú. Ã^#D Ã0ˆ Ò.# DÝÔ^2 Ã!4 .#ê% Qú.² Internal Variable): ‰U Method, Operator)^ 2. flmThe Modeling of The Behaviors of Autonomous Agents)

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Multiple-Level Control). 03_671É⠂1)Behavior Unit Layer) E0ˆ< ¹.1NP+ PQ^2)“_ Elementary Behavior Layer) ] D03c!". #1:ë.“_ Elementary Behavior)1N$% &Pg'Q^3)#a Animation Layer) ]4.3c ë.(ÜD‰1N)* $‰Š+‰Š,Š-).Q^

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3. $% '(fs`The Design of The Sensing Engine)

3$% '(.s`Ñ1ijl mnñÁ.‘¨/011:2 V$% '(.&3—˜4 3µOP!.Á56. Ñ1NSâV$% '(ò &3.‘¨8789^:;1i jÄ<0OP$.=à Coherence)ˆ>?‘¨/0 11p@0AB‰CInterleaved Square)ˆ‚D*+$1V $% '(—˜E'›F&X 356àá.‘¨: 2<G HIJPrefetch)Df^ KØL!ML ijkÎde 0c* + 671V67f —%&$ç56.1p Æ:NßO.1NSâ87P QB[\].%ð1gh*+  67fR­^ij.‰U óS oflm flm$% '(fs`^3oflm S1ijHlmnOPA TUVQ.o^3 S1ij:ëf‰1 lmn67Jf ^WX3$% '(fs` S1ij:lmnYñÁf‘ ¨/011p:AB‰C‚D*+ $1V$% '(—E'F &X56àá.‘¨: 2<GH IJDf^ ZA[\

1. Y. Aloimonos, ed., “Active Perception,” Lawrence Eribaum Associates, Inc., 1993.

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Webber, “Simulating Humans,” Computer Graphics Animation and Control, Oxford University Press, 1993.

5. P. Becheiraz, R. Boulic, D.

Thalmann, “A Walking Control of Autonomous Human Actors for The Evaluation of Public

Environments,” SIGGRAPH ’95 Course Note 7, pp. 5-67.

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7. B. M. Blumberg, T. A. Galyean, “Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environment,”

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Proc. SIGGRAPH ’95, 1995, pp. 47-54.

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Autonomous Agents,” The MIT Press, Cambridge, MA, 1991. 18. P. Maes, “Bottom-Up Mechanism

for Behavior Selection in An Artificial Creature,” Proc. First International Conference on Simulation of Adaptive Behavior, 1991.

19. H. Noser, O. Renault, and D. Thalmann, N. Magnenat-Thalmann, “Navigation for Digital Actors Based on Synthetic Vision, Memory and Learning,” Computers and Graphics, 19(1):7-19, 1995. 20. C. W. Reynolds, “Flocks, Herds,

and Schools: A Distributed Behavioral Model,” Computer Graphics, 21(4):25-34, 1987. 21. X. Tu and D. Terzopoulos,

“Artificial Fishes: Physics,

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22. T. Tyrell, “The Use of Hierarchies for Action Selection,” In From Animals to Animats 2, Proc. Second International Conference on

Simulation of Adaptive Behavior, pp. 138-147, 1993.

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Applications, 10(3): 14-22, 1990. 24. J. Wilhems, “Toward Automatic

Motion Control,” IEEE Computer Graphics and Application, 7(4): 11-22, 1987.

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