This paper presents characteristics of a virtual human s navigation using a limited perception-based mapping. Previous approaches to virtual human navigation have used an omniscient perception requiring full layout of a virtual environment in advance. However, these approaches have a limitation on being a fundamental solution for a human-likeness of a virtual human, because behaviors of humans are basically based on their limited perception instead of omniscient perception. In this paper, we integrated Hill s mapping algorithm with a virtual human to experiment virtual human s navigation with the limited perception. This approach does not require full layout of the virtual environment, 360-degree s field of view, and vision through walls. In addition to static objects such as buildings, we consider enemy emergence that can affect an virtual human s navigation. The enemy emergence is used as the variable on the experiment of this present research. As the number of enemies varies, the changes in arrival rate and time taken to reach the goal position were observed. The virtual human navigates by two conditions. One is to take the shortest path to the goal position, and the other is to avoid enemies when the virtual human encounters them. The acquired result indicates that the virtual human s navigation corresponds to a human cognitive process, and thus this research can be a framework for human-likeness of virtual humans.
1. 서론
2. 제한적 인지 모듈의 통합
3. 실험 셋업
4. 결과 및 토의
참고문헌