
Our contribution focuses on the behavioral aspects that are currently used in the modeling of the virtual inhabitants of a reconstructed Greek- Roman colony in the framework of the TOMIS project. The project aims at promoting culture by the mean of the reconstruction of historical sites together with their virtual societies based on virtual and/or augmented reality technologies. Our efforts are oriented both on 3D modeling of virtual humans, animation of the virtual humans on every-day human activities and, most important, on the spicing these activities with human emotions. To this end, we iterate the most common agent-based architectures used to produce credible behavior of the virtual agents (humans or animals) in situations inspired from the real world, and emphasize their direct applicability both in humans and animal animations in order to obtain complex behavior based on atomic activities. Finally, the paper presents the technological issues related to the used motion capture technology, as source of high-definition human atomic actions, that participates in complex action plans for virtual agents activities.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 2 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
