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Non-Verbal Behaviour for Believable Synthetic Agents

Lookup NU author(s): Dr John Shearer, Dr Philip HeslopORCiD, Professor Patrick OlivierORCiD


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Realism for synthetic characters, both in computer games and conversational agentmediated applications, requires both visual and behavioural fidelity. One significantarea of synthetic character behaviour, that has to date received little attention, is nonverbalbehaviour. In identifying the scope and participants of non-verbal behaviourin computer games we first review the range of spatial and task scenarios that arerelevant. We then select the principal categories of non-verbal behaviour: proxemics,gaze, gesture, self-adaptors and passive communication – summarising their role incommunication and propose their incorporation in the design of non-player characters.In conclusion we review the question of how to capture the non-verbal behaviourof players or provide them with interaction techniques that might facilitate non-verbalcommunication with players and non-player characters alike.

Publication metadata

Author(s): Shearer J, Heslop P, Olivier P, De-Boni M

Publication type: Article

Publication status: Published

Journal: AISB Journal

Year: 2010

Volume: 2

Issue: 1

Pages: 3-20

Print publication date: 01/04/2010

ISSN (print): 1476-3036

Publisher: The Society for the Study of Artificial Intelligence and Simulation of Behaviour