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Required:
-agent_name: specifies the agent name that the current instance of NVBG corresponds to.
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On providing the required command line arguments, it should work with the other VH components and in accordance with the rules specified for it.
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NVBG mainly subscribes to vrExpress messages and a few other control messages which allow for setting some options. Below is a list of messages that NVBG subscribes to:
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nvbg_set_option [char-name] all_behavior true/false - sets/unsets flag that allows all behavior generated by NVBG.
nvbg_set_option [char-name] saliency_glance true/false - sets/unsets flag that allows saliency map generated gazes. These gazes are based on content in the speech tag and the information in the saliency map.
nvbg_set_option [char-name] saliency_idle_gaze true/false - sets/unsets flag that allows idle gazes generated by the saliency map. These idle gazes are based on the priority of pawns in the saliency map and are generated when the character is idle.
nvbg_set_option [char-name] speaker_gaze true/false - sets/unsets flag that allows for the character to look at the person he's speaking to.
nvbg_set_option [char-name] speaker_gesture true/false - sets/unsets flag that allows gestures to be generated when speaking.
nvbg_set_option [char-name] listener_gaze true/false - sets/unsets flag that allows the listener to gaze at the speaker when he speaks.
nvbg_set_option [char-name] nvbg_POS_rules true/false - sets/unsets flag that allows behavior to be generated based on parts of speech returned by the parser.
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Below is an example of the vrSpeak message that is output from NVBG. It contains animation/head-nods/facial behavior based on the text that is to be spoken/heard.
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TO BE POPULATED
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The saliency map specifies which objects/characters/pawns in the environment are important to the character and what priority they are. These priorities can vary based on what story-point we are at i.e. the priorities can change on loading a new story-point.
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The above example contains only one story-point but in general it can contain many. NVBG can be notified of which storypoint it should load so that the appropriate priorities are assigned to the objects in the scene.
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TO BE POPULATED
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