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 The Rich Representation Language, often abbreviated as RRL, is a computer animation language specifically designed to facilitate the interaction of two or more animated characters.〔Intelligent virtual agents: 6th international working conference'' by Jonathan Matthew Gratch 2006 ISBN 3-540-37593-7 page 221〕〔''Data-driven 3D facial animation'' by Zhigang Deng, Ulrich Neumann 2007 ISBN 1-84628-906-8 page 54〕〔P. Piwek, et. al ''RRL: A Rich Representation Language for the Description of Agent Behaviour'' in "Proceedings of the AAMAS-02 Workshop on Embodied conversational agents", July 16, 2002, Bologna, Italy.〕 The research effort was funded by the European Commission as part of the NECA Project. The NECA (Net Environment for Embodied Emotional Conversational Agents) framework within which RRL was developed was not oriented towards the animation of movies, but the creation of intelligent "virtual characters" that interact within a virtual world and hold conversations with emotional content, coupled with suitable facial expressions.〔 RRL was a pioneering research effort which influenced the design of other languages such as the ''Player Markup Language'' which extended parts of the design of RRL.〔''Technologies for interactive digital storytelling and entertainment'' by Stefan Göbel 2004 ISBN 3-540-22283-9 page 83〕 The language design specifically intended to lessen the training needed for modeling the interaction of multiple characters within a virtual world and to automatically generate much of the facial animation as well as the skeletal animation based on the content of the conversations. Due to the interdependence of nonverbal communication components such as facial features on the spoken words, no animation is possible in the language without considering the context of the scene in which the animation takes place - e.g. anger versus joy.〔''Interactive storytelling'': First Joint International Conference, edited by Ulrike Spierling, Nicolas Szilas 2008 ISBN 3-540-89424-1 page 93〕 ==Language design issues== The application domain for RRL consists of scenes with two or more virtual characters. The representation of these scenes requires multiple information types such as body postures, facial expressions, semantic content and meaning of conversations, etc. The design challenge is that often information of one type is dependent on another type of information, e.g. the body posture, the facial expression and the semantic content of the conversation need to coordinate. An example is that in an angry conversation, the semantics of the conversation dictate the body posture and facial expressions in a distinct from which is quite different from a joyful conversation. Hence any commands within the language to control facial expressions must inherently depend on the context of the conversation.〔 The different types of information used in RRL require different forms of expression within the language, e.g. while semantic information is be represented by grammars, the facial expression component requires graphic manipulation primitives.〔 A key goal in the design of RRL was the ease of development, to make scenes and interaction construction available to users without advanced knowledge of programming. Moreover, the design aimed to allow for incremental development in a natural form, so that scenes could be partially prototyped, then refined to more natural looking renderings, e.g. via the later addition of blinking or breathing.〔 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Rich Representation Language」の詳細全文を読む スポンサード リンク 
 
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