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.[1][2][3] 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.[3]
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.[4] 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.[5]
'^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
^ abP. 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.
^Technologies for interactive digital storytelling and entertainment by Stefan Göbel 2004 ISBN 3-540-22283-9 page 83
^Interactive storytelling: First Joint International Conference, edited by Ulrike Spierling, Nicolas Szilas 2008 ISBN 3-540-89424-1 page 93
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