Virtual Human In VR
Oral Exam Presentation
Ying Feng, Dec. 2000
Contents
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Virtual Reality Overview
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Virtual Humans in Virtual Environments
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Modeling of Virtual Humans
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Animation of Virtual Humans
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Behavior of Virtual Humans
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Shared Virtual Environment
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Summary
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References
1. Virtual Reality Overview
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What is virtual reality (VR): immersive vs non-immersive, telepresence,
augmented reality
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Characterisrics of immersive virtual environments:
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Viewer-centered perspective: head-referenced viewing, free navigation,
etc. let you see through your own eyes, you move through virtual the 3D
world
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Stereoscopic viewing: enhances the perception of depth and the sense of
space
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Multi-sensory: visual, audio, haptic (force feedback), tactile (touch),
olfactory
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Realistic interactions: various input and output devices allow for manipulations
of virtual objects and communication with the virtual world
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Real-time process: animation, interaction
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VR techniques
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Hardware devices: display, tracking, input, output, computing
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Development software: graphics API, tracking software, integration software,
audio, utilities
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VR applications
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Art and entertainment
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Simulation & training
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Scientific visualization
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Engineering & industry
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Medicine - surgery, phobias
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Architecture
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2. Virtual Humans in Virtual Environments
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Why virtual human
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Simulation: landscape, ergonomy, emergency
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Education: animated pedagogic agents
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Entertainment: films, games, TV
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Shared virtual environment: virtual teamate
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Evolution and categories
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Avatars
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Representation of the user
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Animation correlated to actual body
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Real-time performace animation
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Requires high-end VR devices (tracking)
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User-guided virtual humans
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A second form of avatar
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User controls motion
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Realistic shape and motion
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Simple device
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Autonomous virtual humans
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Without external intervetion
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Have own goal, rules
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Interactive virtual humans
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Higher level of autonomous virtual human
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Have own behavior, make decisions based on perception systems, memory,
and reasoning
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React to environment
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Communicates with other virtual humans and real human
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Virtual crowd
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Based on group behavior, can seek goals
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Flocking motion: following leaders, dispersion and agregation
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Collision avoidance
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Ultimate goals for autonomous virtual humans: should seem to be alive,
not just movable
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Shape: no robot, but nice virtual bodies
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Animation: no sliding people, but working people
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Behavior: with perception, mental state, and even intelligence
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3. Modeling of Virtul Humans
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Strategy: modeling must include the structure needed for animation
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Face modeling
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Digitally scan a real face using cyberware
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Plaster model: time-consuming, high resolution
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Interactive deformation: local and global deformation, start from template
or scratch, real-time
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Interactive texture mapping: interactive texture fitting
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Face cloning: use front & side picture and feature detection technique
to reconstruct a cloned face by modifying a generic face model
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Automatic generation: generate a varied geometric models of human faces
according to anthropometric statistics for likely face measurements in
a population
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Body modeling: multi-layered approach
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Skeleton: hierarycal strcuture - limbs connected with joints of multiple
LOF
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Muscles: Deformable grouped volume primitives
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Skin: a spline surface using ray-casting method
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4. Animation of Virtual Humans
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Motion control methods
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Predefined animation clips
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Behavior spaces: a library of behavior fragments
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Challenge: how to connect the behavior fragments to ensure visual coherence
at runtime
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Pros and cons: high quality animations, labor intensive to set up,
fixed view point, not flexible
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Generating behavior dynamically
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3D graphic model of movable body parts and algorithm to generate body motions
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Difficulty: coordinate different body parts to move in concert
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Pros and cons: flexible, but quality hard to achieve
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Degree of control: direct, indirect (guided) and autonomous
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Motion capture and tracking
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For avatars and directly guided virtual humans, need to know the movement
of real person as its source of movement
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Facial expression tracking
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Track markers: glue markers on face and reconstruct 3D models from multiple
views; need to be discrete and remain in view
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Optical flow: recover image motion parameters corresponding to facial expressions;
require high textual detail (high bandwidth)
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Simplified model: track a few feature points/area such as mouth & eye,
using anatomy constraints to estimate possible movements; no need of marker,
less data transfer, may not be accurate, good for real time
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Body movements tracking
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Physical tracking: sensors on real body, interpolate non-tracked points
with constraints by human behavior; need multiple sensors, tracking noise
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Body expression: decompose human activities into action primitives (postures,
gestures, and constraints), express action as combination of primitives;
higher level of control, need action recognition and reconstruction
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3D data of movements or interpretated movements: bandwidth, reconstruction
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Animation and deformation
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Skeleton animation
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Direct and inverse kinematics: compute joints angles, positions
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Dynamics: forces, torques, constraints and mass properties
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Body deformation
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Construct a triangle body mesh by connecting cross-section contours of
each part, anipulate the cross-section skin contours, interpolate the normals,
reduce computaion by limiting the the number of contours to be deformed
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Other deformation methods: multi-resolution mesh morphing, implicit fairing;
maybe too complicated to be performed in real time
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Facial animation
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Video-texturing of the face: accurate texture fitting does not work in
real time, use simplified head model with attenuated features
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Model-based coding of facial expressions: parameters describing facial
expressions are extracted from images; data transfer is reduced
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Lip movement synthesis from speech: extract visual paramters of the lip
movement by analyzing audio signals of speech; no need of real person in
front of camera
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Multilevel approach: basic motion parameters as minimal perceptible actions
(MPAs) at low level, viseme and phoneme at middle level, script of speech
and emotions at high level.
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Synchronization of movements from different body parts
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5. Behavior of Virtual Humans
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Behavior loop: perception + emotion -> behavior -> action
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Perception: awareness of elements of environment through virtual sensation
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Virtual vision (synthetic vision)
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Actors uses vision for perception of the world and input to behavioural
model
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Avoid problems of pattern recognition involved in robotic vision
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Input: description of 3D environment and self position
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Output: 2D array of pixels with: eye-object distance, object id
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Virtual audition
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Actors able to detect sound events
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Able to detect speech in text
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Virtual tactile
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Correspond roughly to collision detection
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Information of the world provided to actor
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Could also be used for self collisions: sensor-body collision test and
correction
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Logic state
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Track the current state of the environment
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Pedagogic agents: track problem solving status, students actions and quesitons
etc
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Emotion
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Functions
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Psychic and physical reaction of person to perception
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Reaction include body response, facial expression, geustures, or selected
behaviors
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Emotion takes place between perceptioin and subsequent reaction
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Different persons can have different emotional response to same perceived
event
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Representations
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Emotional state: a normalized value denoting desire to communicate
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Personality matrix: a matrix of state transform possibilities
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Relationship
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Used when there are multiple virtual humans: virtual crowd
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Each actor maintains description of relationship with each other actor
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Represented by a normalized value: good: high value, bad: low value
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Updated according to issue of communication
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Bahavior control
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Rule-based
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E.g. BodyChat, a conversational avatar: maintains knowledge of communicative
rules, when receiving an event, can react to the event according to these
rules
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Goal-driven
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E.g. virtual crowd, seek goals (interest points), decompose into sub-goals,
form a path from source to destination
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Behavior planing
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E.g. PPP Persona, a pedagogical agent: plan a coherent sequence of utterance
by searching through alternative sequences until one is found that satisies
all coherence constraints
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Adaptive: learn knowledge, past experience
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6. Shared Virtual Environments
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Mulitple users at different locations meet in the same virtual world connected
by the network
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Client-server system for interface and rendering, or distributed object-oriented
model
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Large amounts of global data need to be transfered through network in real
time, high bandwith requirements
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Trade-off between accuracy and communication volume, choice also depend
on raw data quality, application requirement and number of participants
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With lots of participants, avoid sending informtion to a site when there's
little interaction, using filtering and dead-reckoning techniques
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Moving reactive agent behavior from the server to the client, keep the
presentation planning capability on the server
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Believable appearance and actions of virtual humans
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Accommodation of virtual humans in collaborated virtual environement
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Intelligence of autonomous virtual humans
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About the Virtual Concert project
See details here.
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8. References
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D. Thalmann, N. Thalmann. Avatars and Autonomous Virtual Humans in Virtual
Environments. VR 2000 Tutorial 7 slides, pp. 1-37
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P. Kalra et al. Real-Time Animation of Realistic Virtual Humans. IEEE Computer
Graphics and Applications, 1998 Sep./Oct.
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G. Sannier et al. VHD: a System for Directing Real-time Virtual Actors.
VR 2000 Tutorial 7, pp. 53.
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S. Musse et al. Crowd Modeling in Collaborative Virtual Environments. VR
2000 Tutorial 7, pp. 65
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L. Emering et al. Body Expression in Virtual Environments. VR 2000 Tutorial
7, pp. 75
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T. K. Capin. Virtual Human Representation and Communication in VLNET Networked
Virtul Environment. IEEE Computer Graphics and Applications, Vol. 17, N2,
1997, pp. 42-53.
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H. Seo et. al. Facial Communication in Virtual Enviroments. VR 2000 Tutorial
7, pp. 97
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Guenter et al. Making
Faces. Siggraph 1998 Proceedings, pp. 67
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P. Karp and S. Feiner. Issues in the Automated Generation of Animated Presentations.
Proceedings of Graphics Interface '90, pp. 39-48.
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J. Kolodner and D. Leake. A Tutorial Introduction to Case-Based Reasoning,
in Leake, D., Ed. Case-Based Reasoning: Experiences, Lessons, and Future
Directions, MIT Press, 1996.
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