Date: Wed, 17 Apr 1996 12:58:19 +0000
Newsgroups: sci.virtual-worlds
From: Mike Bevan <mike@vrnews.demon.co.uk>
Subject: CONF: Virtual Humans Conference
Message-ID: <829742295.16863.0@vrnews.demon.co.uk>

The official press release, conference brochure blurb and program
details are appended. Sorry it's a bit long - it's going to be quite a
big event.

Mike Bevan
Editor - VR NEWS



 `VIRTUAL HUMANS '96' FIRST-EVER CONFERENCE TO FEATURE STATE-OF-THE-ART
                 HUMANOID TECHNOLOGIES AND APPLICATIONS

 EDS and VR NEWS are Conference Organizers; Virtual Humans is scheduled
                  for June 1996 in Anaheim, California

    LOS ANGELES, April 11 /PRNewswire/ -- "Virtual Humans '96," the world's
first conference focusing exclusively on business uses of virtual humans
"living" in virtual reality worlds, takes place June 19-20 at the Hyatt
Regency Alicante in Anaheim, California.  Organized by VR NEWS, the virtual
reality industry's journal of record, and global information services
leader EDS, Virtual Humans '96 is supported by Silicon Graphics, Inc.,
maker of high performance graphics systems, the VR industry standard.
    Virtual Humans '96 joins leading researchers and practitioners
from a wide range of disciplines -- from light-hearted entertainment
to dead-serious military applications -- all with a common interest in
the development of humanoid technologies.  For the first time, experts
in the fields of computer animation, real-time simulation, artificial
life, and intelligent synthesis of dialog will meet to demonstrate and
compare their current work to a growing audience of buyers.  The best
in the world will be there.

    "Humanoid technologies," or "virtual humans" (VH), are
computer-generated people that live, work, and play in virtual worlds,
standing in for real individuals or carrying out jobs that real people
cannot do. For example, in the global online virtual environment
created by Steven Spielberg's Starbright Foundation, hospital-bound
children occupy fantasy "avatars" and can meet and play in fairytale
settings with children around the world.  A more typical application
of VH is as attendees at public events, for example to investigate
crowd movements at the new French National Stadium.  And of course, VH
are increasingly used in motion pictures as both "stars" and "extras"
-- in the most literal sense of the term!  Many different types of
humanoids -- both autonomous and human-controlled -- will be
demonstrated at Virtual Humans '96.
    
Notes Sandra Kay Helsel, U.S. editor of VR NEWS, "Two powerful forces
are converging to create and wildly expand the Virtual Humans
marketplace: high-quality, affordable virtual reality technology,
which is finally commercially available; and the Internet, which ties
developers and projects together internationally.  We're experiencing
an explosion of interest.  Leading software companies are building and
licensing human-modeling applications; performance animation is
commonplace in the TV and motion picture industries; and VH standards
-- for example, for ergonomic testing -- are being set by mass-market
producers in such industries as automotive and aerospace.  Virtual
Humans will be the growth industry for the 1990s!"
   
 Opening day one at Virtual Humans '96 will be co-moderator Professor
Nadia Magnenat Thalmann from the University of Geneva, a European VH
pioneer for over 15 years.  She is best known for "Marilyn," a
celebrated lifelike 3D computer model of Marilyn Monroe, complete with
wind-blown wardrobe.  On day two, co-moderator Professor Norm Badler
of the University of Pennsylvania will present his ground breaking
work on human body modeling and simulation, most notably "Jack," the
world's most advanced and versatile commercially available
human-modeling system.
   
 Other world-class speakers will include David Morin, special projects
director at SOFTIMAGE, now a unit of Microsoft; Linda Jacobson, VR
evangelist for Silicon Graphics, Inc.; Chris Landreth, a leading force
at Alias/Wavefront Inc., now a unit of Silicon Graphics, Inc.; and
Marc Ralbert of Boston Dynamics.

    Registration
    The early registration fee of $800 for the full conference and $450 to
attend one day will be available until Friday, May 24.  Standard
registration rates of $900 for the full conference and $500 to attend one
day will be available after May 24 and up to the day of the conference. 
Special rates of $750 for the full conference and $400 to attend one day
will be offered to academics.
    For additional information on how to register, please contact EDS
Detroit Virtual Reality Center, attn: Conferences, 7430 Second Avenue,
Suite 150, Detroit, Ml 48202.  Telephone: +1-313-974-5686. Fax:
+1-313-974-0724.  Email: human@dvrc.eds.com.

    About VR NEWS
    VR NEWS is the world's largest and most highly respected virtual
reality industry magazine.  Its U.S. editor, Dr. Sandra Kay Helsel, is a
leading authority on virtual worlds, having founded the industry's first
major publication and organized the international VR conferences that set
the industry in motion.  For VR NEWS, she is eyes and ears on the
burgeoning North American market for VR technology, including Virtual
Humans.  Phone number for VRNEWS in the U.S. is +1-520-887-4485, fax +1-
520-887-3267.  Email for Dr. Helsel is san@well.com.
    The Virtual Humans Conference is the second in a series of
state-of-the-art international conferences organized by VR NEWS in
partnership with EDS.  It follows the widely-acclaimed "Virtual Heritage"
event held in the UK in November 1995, a celebration of historic human
constructions recreated and experienced in virtual reality.

    About EDS
    EDS has identified that business performance can be improved with
the use of virtual human technology.  Industries such as
manufacturing, engineering, education and training, medicine and
entertainment can benefit from the use of this technology.
    EDS is a leader in the global information services industry.  The
company's more than 95,000 employees specialize in applying a range of
ideas and technologies to help business and government customers
improve their economics, products, services and customer
relationships.  EDS, which serves customers in 41 countries, reported
revenues of $12.4 billion in 1995.
    -0-                        4/11/96
    /CONTACT:  Shari Riley of KillerApp Communications, 213-938-7600,
sharir@kappcomm.com/



Virtual Humans Conference
19/20 June, Hyatt Regency Alicante, Anaheim

Introduction

Two powerful forces are combining to open up the Virtual Humans
marketplace. The first is the accelerating and tangible market
interest now evident in all forms of Virtual Reality. The hype and the
hope are at last giving way to solid commercial activity. Right across
the board, from commercial training to entertainment systems, and from
virtual engineering to heritage reconstructions, the market is
maturing and growing, and multi-million dollar contract awards are no
longer a rarity.

The second, inevitably, is the Internet. Around a half-dozen on-line
3D communities are up and running, complete with their
first-generation avatars. In a few years time there will be hundreds,
and then thousands - social, cultural, commercial meeting places,
visited daily by millions of people.

What is crystal clear is that these virtual environments need to have
virtual people in them. On-line social and games communities are
designed specifically for that purpose. Virtual cars, aircraft,
houses, retail stores and factories are not just for looking at - they
will be used by real people when they are built, and they too need
virtual humans, to check out their accessibility and convenience,
maintainability and safety.  Virtual shopping malls will have sales
'bots; historical reconstructions will have guides, sometimes taking
the form of contemporary inhabitants; virtual fashion shows will have
mannequins; virtual learning environments will have virtual teachers,
demonstrators, and difficult customers.

Until recently, there was no virtual humans marketplace to speak of:
just a few pioneering research groups - notably Prof. Badler's team at
the University of Pennsylvania, and the Thalmanns in Switzerland - a
handful of products, and a few significant projects each year. There
is now an unmistakeable undercurrent of change, and of new
interest. The leading VR software companies are building or licensing
human modeling extensions; performance animation is becoming
commonplace at marketing events, and is moving strongly into the TV
and virtual studio field; standards discussions are under way in
relation to humanoids for ergonomic testing.

More important still is that the graphics and computational power
necessary to support real-time virtual humans is starting to become
affordably available. Silicon Graphics's InfiniteReality raised the
performance threshold dramatically earlier this year, and all the
trends suggest that comparable power will be on the desktop within two
to three years.

Virtual Humans '96 is the first event of its kind. It brings together
leading researchers and practitioners from a wide range of
disciplines, all with a common interest in the development of humanoid
technologies of one kind or another. The audience for the conference
will similarly comprise people with widely differing backgrounds -
creative arts professionals, industrial designers, ergonomics and
human factors specialists, academic researchers, anthropologists and
sociologists, aerospace and military simulation experts, entertainment
industry representatives.

At the conference they will encounter many different types of humanoid
- both autonomous and human-controlled - with differing levels of
capability.  In terms of appearance, motion, behavior, intelligence,
communication and control, they will see just about the best there is,
anywhere in the world.  Importantly, delegates and speakers will also
meet each other: contacts and cross-fertilization are crucial
by-products of events such as this.

And they will be present at the public launch of what will surely become a
huge new global industry and marketplace, and one which may eventually have
implications for real humans which we cannot yet guess.



DAY 1 - SESSION 1 'COMPOSITE VIRTUAL HUMANS'
Moderator - Prof. Nadia Thalmann


8.00 am - 9.10 am: Registration

9.10 am - 9.15 am
Welcome and Opening Remarks
Dr Sandra K. Helsel, VR NEWS

9.15 am - 9.45 am
Keynote Address

9.45 am - 10.45 am
In Pursuit of Realism
Prof. Nadia Magnenat Thalmann
MIRALAB-CUI, University of Geneva

Prof. Nadia Thalmann has pioneered European research into Virtual
Humans for over 15 years, and enjoys an outstanding international
reputation both for her spectacular state-of-the-art demonstrations,
and for the rigorous and intensive academic research programs which
make them possible. One of her most celebrated projects was the
creation of a lifelike real-time 3D computer graphics articulated
model of Marilyn Monroe. The current focus of her work is the
development of realistic virtual humans with characteristics such as
emotions, clothes and hair. Prof. Thalmann will demonstrate examples
of her latest work, created using the newly-released MARILYN software,
provide some insights into how she sees the applications and
capabilities of Virtual Humans developing in the near term, and
discuss the principal technical barriers which future research
programs must address.

10.45 am - 11.15 am: Refreshment Break

11.15 am - 12.15 pm
The State of the Art
Prof. Norman Badler
Center for Human Modeling and Simulation, University of Pennsylvania

Prof. Badler has been engaged for something over 20 years in human
body modeling and simulation. Much of his work at the University of
Pennsylvania has centered on the Jack software, widely regarded as the
world's most advanced and versatile commercially-available human
modeling system. Jack's capabilities include complex articulated
motion, with balance-aware motion modification; collision avoidance;
gesture and facial expressions; goal-based tasking; natural language
processing, and many other features.  It is used for a wide range of
applications, including industrial ergonomic testing, military
simulation and training, and human factors research. In his
presentation, Prof Badler will demonstrate an advanced version of
Jack, discuss some of its most effective applications, and look ahead
to what further developments and applications are likely over the
nextcouple of years.

12.15 pm - 1.45 pm: Lunch Break


SESSION 2 - 'APPEARANCE & ANIMATION'


1.45 pm - 2.30 pm
Human Modeling for Animation
Chris Landreth
Alias/Wavefront Inc.

Chris Landreth is one of the world's leading animation
professionals. He specializes in detailed and accurate human modeling,
and was recently nominated for an academy award for his work on 'the
end', a short animation film produced by Alias/Wavefront The animation
software industry has already solved many of the graphical
presentation problems which real-time modelers will need to address,
in areas such as face, hair and clothes simulation. Chris will
demonstrate some of his work in this field, focussing on the advanced
facial and body animation work which made 'the end' possible.

2.30 pm - 3.15pm
Real-Time Human Animation
Marc Raibert
Boston Dynamics Inc.

Marc Raibert, founder of Boston Dynamics, was formerly Professor of
Electrical Engineering and Computer Science at MIT.  In previous work,
he developed laboratory robots that used control systems for balance
and to coordinate their motions.  These robots had legs on which they
ran, jumped, traveled on simple paths, ran fast (13 mph), climbed a
simple stairway, and did simple gymnastic maneuvers. Raibert's
approach to automated computer characters is to adapt control systems
from robotics, and to combine them with physics-based simulation, to
allow the creatures to move with physical realism, without an animator
specifying all the details. Boston Dynamics creates automated computer
characters and engineering simulations for things that move. Marc
Raibert will explain his company's approach to the simulation of
realistic human motion, and demonstrate some of their latest work.

3.15pm - 3.45 pm: Refreshment Break

3.45 pm - 4.30 pm
Virtual Theater
David Morin
SOFTIMAGE Microsoft

By synchronizing a real-time 3D computer environment to a real world
camera you can create a Virtual Theater, whose sets can be populated
with a mixture of real people and virtual characters. Live actors can
be positioned between layers of computer-generated 3D background,
where they can interact with virtual actors. David Morin, Special
Projects Director, will demonstrate the capabilities of the SOFTIMAGE
Microsoft Virtual Theater software technology, and discuss some of its
applications, which include virtual studios, 3-D game simulations,
virtual reality for location-based entertainment, fast previews for
post-production special effects, and previsualization and
walk-throughs for engineering and architects

4.30 pm - 5.15pm
High-Level Control of Human Motion
Prof. Jessica Hodgins
Georgia Institute of Technology

Computer animations and virtual environments both require a source of
motion for their characters.  Prof. Hodgins's group is exploring one
possible solution to this problem: applying high-level control
algorithms to physically realistic models of the systems to be
animated.  The goal is to allow the animator to control the system at
a high level and without an understanding of the underlying forces and
torques or the motion of the individual joints. Her current research
focuses on the control of dynamic physical systems, both natural and
human-made, and explores techniques that may someday allow robots and
animated creatures to plan and control their actions in complex and
unpredictable environments. She will explain the basis of control
systems that allow rigid body models of humans to run or bicycle at a
variety of speeds, bounce on a trampoline, and perform handspring
vaults and platform dives.

5.15pm - 6.00 pm
Synthespians
Jeff Kleiser
Kleiser/Walczak Construction Co.

Jeff Kleiser's and Diana Walczak's background and credits in the
computer animation and special effects fields range from 'Tron' and
'Flight of the Navigator', via 'Stargate', to 'Clear and Present
Danger' and 'Honey I Shrunk the Theater'. Their ground-breaking human
animation work on 'Judge Dredd' , based around a 3D full body scan of
Sylvester Stallone, received international acclaim, and is an example
of the 'synthespian' concept, created (and trademarked) by
Kleiser/Walczak in the late 1980's. The company recently opened
Synthespian Studios, a production facility designed specifically to
create computer-generated characters. Jeff Kleiser lectures widely on
the subject of computer animation, to both academic and commercial
audiences. In his presentation, he will show examples of some recent
work, and discuss the implications of introducing synthespians into
real-time virtual environments.


DAY 2 - SESSION 3 'INTELLIGENCE AND COMMUNICATION'
Moderator: Prof. Norman Badler


9.00 am - 9.45 am
Julia, the Chatterbot
Michael Mauldin
Carnegie Mellon University

Julia operates in a text-only virtual world called a MUD (Multi-User
Domain). She is a robot user, with the ability to conduct apparently
intelligent conversations with human users, many of whom are unaware
that she is not human. Developed over a period of five years by
Michael Mauldin, who will demonstrate her capabilities, she is
currently the most advanced example of what were originally called
Maas-Neotek robots, from William Gibson's book 'Neuromancer'. Julia
analyses the structure and meaning and context of what is said to her,
distinguishes between comments, questions, etc., accesses an
encyclopedic database of response components, and assembles plausible
conversational English responses, employing humor, sarcasm,
politeness, impatience, and diplomacy, as appropriate.

9.45 am - 10.30 am
Multimodal Interaction with Humanoid Characters
Kristinn Thorisson
MIT Media Lab

When people talk to each other they generally use a wealth of gesture,
speech, gaze and facial expressions to communicate the intended
content.  Complex information is combined in a concise manner and
representational styles are chosen in real-time as the conversation
unfolds. Kris Thorisson has been a researcher at the MIT Media Lab
since 1990. His recent work centers on humanoid interface agents, and
in particular on capturing elements that are critical to multimodal
dialogue between a real and a virtual human. Techniques such as eye
tracking, speech recognition, etc.  are used to generate responses,
including speech and gesture, from the virtual human in real-time. His
system is called 'Ymir', and he will demonstrate its capabilities
using a virtual human called 'Gandalf'.

10.30 am -11.00 am: Refreshment Break

11.00 am - 11.45 am
Modeling Perceptive Virtual Humans with MARILYN
Prof Daniel Thalmann
Swiss Federal Institute of Technology 

MARILYN is a powerful and versatile virtual human simulation
system. It was developed during a five-year project funded by the
European Union, and has now been released commercially. It includes
facial animation, body animation with deformations, grasping and
walking, and hair and clothes simulation. It also supports autonomy
and perception, and can be used to create simulations in which virtual
humans move around in complex environments they may know and
recognize, and in which they can for example play ball games based on
their visual and tactile perception, and react to other virtual
humans, and to real humans. Prof. Thalmann will speak on the subject
of autonomous and perceptive virtual humans, and will demonstrate some
of the work which has been carried out using the MARILYN software.

11.45 am - 12.30 pm
Synthetic Digital Societies
Prof. Paul Rosenbloom
University of Southern California

Prof. Rosenbloom's AI research activities include responsibility for
the Soar Project at USC. Soar has been under development since 1983,
and is a multi-disciplinary, multi-site attempt to build a general
cognitive architecture. A current application is Soar IFOR
(Intelligent Forces), the ultimate intent of which is to develop
automated pilots whose behavior in simulated battlefields is nearly
indistinguishable from that of human pilots. A prototype was deployed
with some success in the STOW-E exercise in 1994, probably the first
occasion on which an AI system was a direct participant in an
operational military exercise. Prof. Rosenbloom will demonstrate teams
of Soar-based automated pilots, and discuss some of the wide-ranging
potential applications - and implications - of autonomous groups of
computer-generated humanoids, capable of pursuing individual and
collective goals, and of learning while they do so.

12.30 pm - 2.00 pm: Lunch Break

SESSION 4 - 'AVATARS'

2.00 pm - 2.45 pm
Speaking as a Virtual Human . . . 
Linda Jacobson
Silicon Graphics Inc.

Linda Jacobson, Silicon Graphics's 'Virtual Reality Evangelist', has
for some years also been a leading figure in the field of performance
animation. This typically involves a human performer, equipped with
anything from a face tracker to a full body motion capture system,
controlling in real-time the movement, gestures and speech of a
computer-generated graphical creature. Performance animation has been
widely used at marketing events, entertainment venues, and in TV
shows.  With the advent of avatar worlds on the Internet, a wide range
of performance animation skills is likely to be required, by
professional hosts and performers, and both active and passive
visitors and participants.

Ms Jacobson has gained extensive understanding of the physical,
intellectual and creative demands placed on the human performer, and will
offer some insights into her experiences, and guidance for future designers
and users of these systems.

2.45 pm - 3.30 pm
Avatars on the 'Net
Mitra
Paragraph International

Avatars for on-line Internet communities have to be designed to
operate within very tight processing and network bandwidth
constraints. The widespread adoption of VRML and Java will further
define the boundaries of achievable avatar appearance, motion and
behavior. At the same time however, avatars on the net are expected to
constitute the vast majority of the world's virtual humans, and
considerable ingenuity will be applied to maximising performance
within these constraints.

Mitra was the principal architect of the avatar worlds developed by
Worlds Inc. and of VRML+, Worlds Inc's VRML superset. He was a
respected and leading contributor to the VRML 2.0 standardisation
process, in the course of which his former company WorldMaker Inc.,
jointly with Silicon Graphics and Sony, formulated the Moving Worlds
specification. He will discuss and demonstrate examples of the latest
generation of Internet avatars.

3.30 pm - 4.00 pm: Refreshment Break

4.00 pm - 4.45 pm
Avatar Control in Immersive Virtual Reality
Dr Jonathan Waldern
Virtuality Group plc

The Virtuality Group has been the market leader in the field of
Virtual Reality entertainment systems throughout the 1990s. In recent
years their games and experiences have incorporated increasingly
versatile autonomous creatures and avatars. The company's range of
activities and developments has now broadened to include consumer
products, including an Internet-compatible immersive VR system
currently under development.

Dr Waldern, co-founder of Virtuality, will preview this system, which
incorporates innovative hardware and software technology for avatar
control. 


4.45 pm - 5.30 pm
Panel Discussion
and Closing Remarks



