40 research outputs found
A Comprehensive Review of Data-Driven Co-Speech Gesture Generation
Gestures that accompany speech are an essential part of natural and efficient
embodied human communication. The automatic generation of such co-speech
gestures is a long-standing problem in computer animation and is considered an
enabling technology in film, games, virtual social spaces, and for interaction
with social robots. The problem is made challenging by the idiosyncratic and
non-periodic nature of human co-speech gesture motion, and by the great
diversity of communicative functions that gestures encompass. Gesture
generation has seen surging interest recently, owing to the emergence of more
and larger datasets of human gesture motion, combined with strides in
deep-learning-based generative models, that benefit from the growing
availability of data. This review article summarizes co-speech gesture
generation research, with a particular focus on deep generative models. First,
we articulate the theory describing human gesticulation and how it complements
speech. Next, we briefly discuss rule-based and classical statistical gesture
synthesis, before delving into deep learning approaches. We employ the choice
of input modalities as an organizing principle, examining systems that generate
gestures from audio, text, and non-linguistic input. We also chronicle the
evolution of the related training data sets in terms of size, diversity, motion
quality, and collection method. Finally, we identify key research challenges in
gesture generation, including data availability and quality; producing
human-like motion; grounding the gesture in the co-occurring speech in
interaction with other speakers, and in the environment; performing gesture
evaluation; and integration of gesture synthesis into applications. We
highlight recent approaches to tackling the various key challenges, as well as
the limitations of these approaches, and point toward areas of future
development.Comment: Accepted for EUROGRAPHICS 202
Self-supervised spontaneous latent-based facial expression sequence generation
In this paper, we investigate the spontaneity issue in facial expression sequence generation. Current leading methods in the field are commonly reliant on manually adjusted conditional variables to direct the model to generate a specific class of expression. We propose a neural network-based method which uses Gaussian noise to model spontaneity in the generation process, removing the need for manual control of conditional generation variables. Our model takes two sequential images as input, with additive noise, and produces the next image in the sequence. We trained two types of models: single-expression, and mixed-expression. With single-expression, unique facial movements of certain emotion class can be generated; with mixed expressions, fully spontaneous expression sequence generation can be achieved. We compared our method to current leading generation methods on a variety of publicly available datasets. Initial qualitative results show our method produces visually more realistic expressions and facial action unit (AU) trajectories; initial quantitative results using image quality metrics (SSIM and NIQE) show the quality of our generated images is higher. Our approach and results are novel in the field of facial expression generation, with potential wider applications to other sequence generation tasks
2022-2023 Xavier University Undergraduate and Graduate University Catalog
https://www.exhibit.xavier.edu/coursecatalog/1275/thumbnail.jp
Facial Micro- and Macro-Expression Spotting and Generation Methods
Facial micro-expression (ME) recognition requires face movement interval as input, but computer methods in spotting ME are still underperformed. This is due to lacking large-scale long video dataset and ME generation methods are in their infancy. This thesis presents methods to address data deficiency issues and introduces a new method for spotting macro- and micro-expressions simultaneously.
This thesis introduces SAMM Long Videos (SAMM-LV), which contains 147 annotated long videos, and develops a baseline method to facilitate ME Grand Challenge 2020. Further, a reference-guided style transfer of StarGANv2 is experimented on SAMM-LV to generate a synthetic dataset, namely SAMM-SYNTH. The quality of SAMM-SYNTH is evaluated by using facial action units detected by OpenFace. Quantitative measurement shows high correlations on two Action Units (AU12 and AU6) of the original and synthetic data.
In facial expression spotting, a two-stream 3D-Convolutional Neural Network with temporal oriented frame skips that can spot micro- and macro-expression simultaneously is proposed. This method achieves state-of-the-art performance in SAMM-LV and is competitive in CAS(ME)2, it was used as the baseline result of ME Grand Challenge 2021. The F1-score improves to 0.1036 when trained with composite data consisting of SAMM-LV and SAMMSYNTH. On the unseen ME Grand Challenge 2022 evaluation dataset, it achieves F1-score of 0.1531.
Finally, a new sequence generation method to explore the capability of deep learning network is proposed. It generates spontaneous facial expressions by using only two input sequences without any labels. SSIM and NIQE were used for image quality analysis and the generated data achieved 0.87 and 23.14. By visualising the movements using optical flow value and absolute frame differences, this method demonstrates its potential in generating subtle ME. For realism evaluation, the generated videos were rated by using two facial expression recognition networks
Learning-based 3D human motion capture and animation synthesis
Realistic virtual human avatar is a crucial element in a wide range of applications, from 3D animated movies to emerging AR/VR technologies. However, producing a believable 3D motion for such avatars is widely known to be a challenging task. A traditional 3D human motion generation pipeline consists of several stages, each requiring expensive equipment and skilled human labor to perform, limiting its usage beyond the entertainment industry despite its massive potential benefits.
This thesis attempts to explore some alternative solutions to reduce the complexity of the traditional 3D animation pipeline. To this end, it presents several novel ways to perform 3D human motion capture, synthesis, and control. Specifically, it focuses on using learning-based methods to bypass the critical bottlenecks of the classical animation approach. First, a new 3D pose estimation method from in-the-wild monocular images is proposed, eliminating the need for a multi-camera setup in the traditional motion capture system. Second, it explores several data-driven designs to achieve a believable 3D human motion synthesis and control that can potentially reduce the need for manual animation. In particular, the problem of speech-driven 3D gesture synthesis is chosen as the case study due to its uniquely ambiguous nature. The improved motion generation quality is achieved by introducing a novel adversarial objective that rates the difference between real and synthetic data. A novel motion generation strategy is also introduced by combining a classical database search algorithm with a powerful deep learning method, resulting in a greater motion control variation than the purely predictive counterparts. Furthermore, this thesis also contributes a new way of collecting a large-scale 3D motion dataset through the use of learning-based monocular estimations methods. This result demonstrates the promising capability of learning-based monocular approaches and shows the prospect of combining these learning-based modules into an integrated 3D animation framework. The presented learning-based solutions open the possibility of democratizing the traditional 3D animation system that can be enabled using low-cost equipment, e.g., a single RGB camera. Finally, this thesis also discusses the potential further integration of these learning-based approaches to enhance 3D animation technology.Realistische virtuelle menschliche Avatare sind ein entscheidendes Element in einer Vielzahl von Anwendungen, von 3D-Animationsfilmen bis hin zu neuen AR/VR-Technologien. Die Erzeugung glaubwürdiger Bewegungen solcher Avatare in drei Dimensionen ist bekanntermaßen eine herausfordernde Aufgabe. Traditionelle Pipelines zur Erzeugung menschlicher 3D-Bewegungen bestehen aus mehreren Stufen, die jede für sich genommen teure Ausrüstung und den Einsatz von Expertenwissen erfordern und daher trotz ihrer enormen potenziellen Vorteile abseits der Unterhaltungsindustrie nur eingeschränkt verwendbar sind. Diese Arbeit untersucht verschiedene Alternativen um die Komplexität der traditionellen 3D-Animations-Pipeline zu reduzieren. Zu diesem Zweck stellt sie mehrere neuartige Möglichkeiten zur Erfassung, Synthese und Steuerung humanoider 3D-Bewegungen vor. Sie konzentriert sich auf die Verwendung lernbasierter Methoden, um kritische Teile des klassischen Animationsansatzes zu überbrücken: Zunächst wird eine neue 3D-Pose-Estimation-Methode für monokulare Bilder vorgeschlagen, um die Notwendigkeit mehrerer Kameras im traditionellen Motion-Capture-Ansatz zu beseitigen. Des Weiteren untersucht die Arbeit mehrere datengetriebene Ansätze zur Synthese und Steuerung glaubwürdiger humanoider 3D-Bewegungen, die möglicherweise den Bedarf an manueller Animation reduzieren können. Als Fallstudie wird, aufgrund seiner einzigartig mehrdeutigen Natur, das Problem der sprachgetriebenen 3D-Gesten-Synthese untersucht. Die Verbesserungen in der Qualität der erzeugten Bewegungen wird durch eine neuartige Kostenfunktion erreicht, die den Unterschied zwischen realen und synthetischen Daten bewertet. Außerdem wird eine neue Strategie zur Bewegungssynthese beschrieben, die eine klassische Datenbanksuche mit einer leistungsstarken Deep-Learning-Methode kombiniert, was zu einer größeren Variation der Bewegungssteuerung führt, als rein lernbasierte Verfahren sie bieten. Ein weiterer Beitrag dieser Dissertation besteht in einer neuen Methode zum Aufbau eines großen Datensatzes dreidimensionaler Bewegungen, auf Grundlage lernbasierter monokularer Pose-Estimation- Methoden. Dies demonstriert die vielversprechenden Möglichkeiten lernbasierter monokularer Methoden und lässt die Aussicht erkennen, diese lernbasierten Module zu einem integrierten 3D-Animations- Framework zu kombinieren. Die in dieser Arbeit vorgestellten lernbasierten Lösungen eröffnen die Möglichkeit, das traditionelle 3D-Animationssystem auch mit kostengünstiger Ausrüstung, wie z.B. einer einzelnen RGB-Kamera verwendbar zu machen. Abschließend diskutiert diese Arbeit auch die mögliche weitere Integration dieser lernbasierten Ansätze zur Verbesserung der 3D-Animationstechnologie
URI Undergraduate and Graduate Course Catalog 2022-2023
This is a downloadable PDF version of the University of Rhode Island course catalog.https://digitalcommons.uri.edu/course-catalogs/1074/thumbnail.jp
Undergraduate and graduate catalog 2022-2023.
The PDF for the 2022-2023 undergraduate and graduate catalog for Texas Tech University is 476 pages long
The Problem of Expression in Generative and Human Drawing Agents
Drawing is considered one of the most accessible forms of expression. Children as young as four years of age as well as artists with more advanced technical skills can use simple drawing lines to effectively communicate abstract concepts and express emotional states. According to recent theories of embodiment rooted in the field of empirical aesthetics, an audience’s aesthetic experience is conditioned by the artists’ emotional states and intentions expressed through their works. This is evident especially when the art work involves brush strokes and drawing lines. Within this paradigm, I argue that investigating the relation between the artist and the audience becomes particularly relevant when the drawing agent is artificial. In that case, what emotional state and what agency is the audience relating to? This thesis examines drawings as a means to express emotions by evaluating how a naive audience experienced drawings made by human and artificial drawing agents. In particular, it asks if there are substantial differences between the way we “perceive” and “feel” about human made strokes as opposed to artificially generated ones. For this purpose, four studies were conducted combining methods from empirical aesthetics and Machine Learning field. The studies conducted with human participants showed that naive sketchers unintentionally conveyed information about their individual differences in emotional states (i.e., anxiety level) to a naive crowd by using figurative drawings. Similar effects were observed using abstract drawing lines made by naive sketchers whose mood changed while listening to music. Further analysis conducted at the stroke level provided insight into the interdependencies between the sketchers’ emotional states, the music, and the drawing process. Finally, the thesis investigated people’s ability to distinguish between generative and human-made strokes within theories of dual-processing reasoning. The thesis contributes to the art made by machines debate by evaluating the extent to which a generative model could learn from the human drawing process and generate expressive drawing strokes. The datasets and the models produced during this work add further to the field of the computational arts and Human Computer Interaction, particularly focusing on non-verbal expression
Expressive movement generation with machine learning
Movement is an essential aspect of our lives. Not only do we move to interact with our physical environment, but we also express ourselves and communicate with others through our movements. In an increasingly computerized world where various technologies and devices surround us, our movements are essential parts of our interaction with and consumption of computational devices and artifacts. In this context, incorporating an understanding of our movements within the design of the technologies surrounding us can significantly improve our daily experiences. This need has given rise to the field of movement computing – developing computational models of movement that can perceive, manipulate, and generate movements. In this thesis, we contribute to the field of movement computing by building machine-learning-based solutions for automatic movement generation. In particular, we focus on using machine learning techniques and motion capture data to create controllable, generative movement models. We also contribute to the field by creating datasets, tools, and libraries that we have developed during our research. We start our research by reviewing the works on building automatic movement generation systems using machine learning techniques and motion capture data. Our review covers background topics such as high-level movement characterization, training data, features representation, machine learning models, and evaluation methods. Building on our literature review, we present WalkNet, an interactive agent walking movement controller based on neural networks. The expressivity of virtual, animated agents plays an essential role in their believability. Therefore, WalkNet integrates controlling the expressive qualities of movement with the goal-oriented behaviour of an animated virtual agent. It allows us to control the generation based on the valence and arousal levels of affect, the movement’s walking direction, and the mover’s movement signature in real-time. Following WalkNet, we look at controlling movement generation using more complex stimuli such as music represented by audio signals (i.e., non-symbolic music). Music-driven dance generation involves a highly non-linear mapping between temporally dense stimuli (i.e., the audio signal) and movements, which renders a more challenging modelling movement problem. To this end, we present GrooveNet, a real-time machine learning model for music-driven dance generation
IberSPEECH 2020: XI Jornadas en TecnologĂa del Habla and VII Iberian SLTech
IberSPEECH2020 is a two-day event, bringing together the best researchers and practitioners in speech and language technologies in Iberian languages to promote interaction and discussion. The organizing committee has planned a wide variety of scientific and social activities, including technical paper presentations, keynote lectures, presentation of projects, laboratories activities, recent PhD thesis, discussion panels, a round table, and awards to the best thesis and papers. The program of IberSPEECH2020 includes a total of 32 contributions that will be presented distributed among 5 oral sessions, a PhD session, and a projects session. To ensure the quality of all the contributions, each submitted paper was reviewed by three members of the scientific review committee. All the papers in the conference will be accessible through the International Speech Communication Association (ISCA) Online Archive. Paper selection was based on the scores and comments provided by the scientific review committee, which includes 73 researchers from different institutions (mainly from Spain and Portugal, but also from France, Germany, Brazil, Iran, Greece, Hungary, Czech Republic, Ucrania, Slovenia). Furthermore, it is confirmed to publish an extension of selected papers as a special issue of the Journal of Applied Sciences, “IberSPEECH 2020: Speech and Language Technologies for Iberian Languages”, published by MDPI with fully open access. In addition to regular paper sessions, the IberSPEECH2020 scientific program features the following activities: the ALBAYZIN evaluation challenge session.Red Española de TecnologĂas del Habla. Universidad de Valladoli