26,452 research outputs found

    A Photo-realistic Voice-bot

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    Technology is at the point where systems are capable of synthesizing video of human actors indistinguishably from ones in which the actor is present. This research investigates whether or not it is possible to use this technology in order to create a system which, allows video generation of a human actor, that is able to interact with a user through speech in real-time, whilst also remaining indistinguishable from a real human actor. In other words, a photo-realistic voicebot. The work discusses the motivations and ethics, but also presents and tests a prototype system. The prototype aims to take advantage of the latest in real-time video manipulation software to create a natural sounding conversation with an artificially synthesized video

    DreamTalk: When Expressive Talking Head Generation Meets Diffusion Probabilistic Models

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    Diffusion models have shown remarkable success in a variety of downstream generative tasks, yet remain under-explored in the important and challenging expressive talking head generation. In this work, we propose a DreamTalk framework to fulfill this gap, which employs meticulous design to unlock the potential of diffusion models in generating expressive talking heads. Specifically, DreamTalk consists of three crucial components: a denoising network, a style-aware lip expert, and a style predictor. The diffusion-based denoising network is able to consistently synthesize high-quality audio-driven face motions across diverse expressions. To enhance the expressiveness and accuracy of lip motions, we introduce a style-aware lip expert that can guide lip-sync while being mindful of the speaking styles. To eliminate the need for expression reference video or text, an extra diffusion-based style predictor is utilized to predict the target expression directly from the audio. By this means, DreamTalk can harness powerful diffusion models to generate expressive faces effectively and reduce the reliance on expensive style references. Experimental results demonstrate that DreamTalk is capable of generating photo-realistic talking faces with diverse speaking styles and achieving accurate lip motions, surpassing existing state-of-the-art counterparts.Comment: Project Page: https://dreamtalk-project.github.i

    Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data

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    Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings. A total of 1,023 self-reports from 762 gamers collected from online videogame forums were classified, quantified, described and explained. The data include automatic thoughts, sensations and impulses, automatic mental replays of the game in real life, and voluntary/involuntary behaviours with videogame content. Many gamers reported that they had responded – at least sometimes – to real life stimuli as if they were still playing videogames. This included overreactions, avoidances, and involuntary movements of limbs. These experiences lasted relatively short periods of time but in a minority of players were recurrent. The gamers' experiences appeared to be enhanced by virtual embodiment, repetitive manipulation of game controls, and their gaming habits. However, similar phenomena may also occur when doing other non-gaming activities. The implications of these game transfer experiences are discussed

    A robotic telescope for university-level distance teaching

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    We present aspects of the deployment of a remotely operable telescope for teaching practical science to distance learning undergraduate students. We briefly describe the technical realisation of the facility, PIRATE, in Mallorca and elaborate on how it is embedded in the Open University curriculum. The PIRATE teaching activities were studied as part of a wider research project into the importance of realism, sociability and metafunctionality for the effectiveness of virtual and remote laboratories in teaching practical science. We find that students accept virtual experiments (e.g. a telescope simulator) when they deliver genuine, "messy" data, clarify how they differ from a realistic portrayal, and are flagged as training tools. A robotic telescope is accepted in place of on-site practical work when realistic activities are included, the internet connection is stable, and when there is at least one live video feed. The robotic telescope activity should include group work and facilitate social modes of learning. Virtual experiments, though normally considered as asynchronous tools, should also include social interaction. To improve student engagement and learning outcomes a greater situational awareness for the robotic telescope setting should be devised. We conclude this report with a short account of the current status of PIRATE after its relocation from Mallorca to Tenerife and its integration into the OpenScience Observatories
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