108 research outputs found

    Elckerlyc in practice - on the integration of a BML Realizer in real applications

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    Building a complete virtual human application from scratch is a daunting task, and it makes sense to rely on existing platforms for behavior generation. When building such an interactive application, one needs to be able to adapt and extend the capabilities of the virtual human offered by the platform, without having to make invasive modications to the platform itself. This paper describes how Elckerlyc, a novel platform for controlling a virtual human, offers these possibilities

    A Demonstration of Continuous Interaction with Elckerlyc

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    We discuss behavior planning in the style of the SAIBA framework for continuous (as opposed to turn-based) interaction. Such interaction requires the real-time application of minor shape or timing modifications of running behavior and anticipation of behavior of a (human) interaction partner. We discuss how behavior (re)planning and on-the-fly parameter modification fit into the current SAIBA framework, and what type of language or architecture extensions might be necessary. Our BML realizer Elckerlyc provides flexible mechanisms for both the specification and the execution of modifications to running behavior. We show how these mechanisms are used in a virtual trainer and two turn taking scenarios

    Continuous Interaction with a Virtual Human

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    Attentive Speaking and Active Listening require that a Virtual Human be capable of simultaneous perception/interpretation and production of communicative behavior. A Virtual Human should be able to signal its attitude and attention while it is listening to its interaction partner, and be able to attend to its interaction partner while it is speaking – and modify its communicative behavior on-the-fly based on what it perceives from its partner. This report presents the results of a four week summer project that was part of eNTERFACE’10. The project resulted in progress on several aspects of continuous interaction such as scheduling and interrupting multimodal behavior, automatic classification of listener responses, generation of response eliciting behavior, and models for appropriate reactions to listener responses. A pilot user study was conducted with ten participants. In addition, the project yielded a number of deliverables that are released for public access

    Leading and following with a virtual trainer

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    This paper describes experiments with a virtual fitness trainer capable of mutually coordinated interaction. The virtual human co-exercises along with the user, leading as well as following in tempo, to motivate the user and to influence the speed with which the user performs the exercises. In a series of three experiments (20 participants in total) we attempted to influence the users' performance by manipulating the (timing of the) exercise behavior of the virtual trainer. The results show that it is possible to do this implicitly, using only micro adjustments to its bodily behavior. As such, the system is a rst step in the direction of mutually coordinated bodily interaction for virtual humans

    Conectando el agente conversacional Elckerlyc con el programa Psychometer

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    The aim of this research is to add a virtual face with a set of expressions and emotions to the Psychometer program in version two. The Psychometer is a turn-by-turn program implementing the psychological five-trait theory to detect the personality of the user. The Psychometer in version one was originally developed by Marcel Bodewitz as part of his MSc Thesis in 2004. Version two was a new adaptation done by Pascal Touset in his Thesis which allows the user answering with some natural phrases and words. __________________________________________________________________________________________________________El objetivo de esta investigación es añadir un avatar virtual con rostro y un conjunto de expresiones y emociones al programa Psychometer en su segunda versión. El Psychometer es un programa basado en turnos que implementa la teoría de la personalidad de los cinco factores para medir la personalidad del usuario. El Psychometer, en su versión primera, fue desarrollado por Marcel Bodewitz como parte de su tesina de Máster en el año 2004. La segunda versión, realizada por Pascal Touset, permite al usuario responder con un cierto lenguaje natural acotado (en inglés u holandés), anteriormente empleando un sistema de marcado de respuesta entre cinco opciones posibles.Ingeniería en Informátic

    Online backchannel synthesis evaluation with the switching Wizard of Oz

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    In this paper, we evaluate a backchannel synthesis algorithm in an online conversation between a human speaker and a virtual listener. We adopt the Switching Wizard of Oz (SWOZ) approach to assess behavior synthesis algorithms online. A human speaker watches a virtual listener that is either controlled by a human listener or by an algorithm. The source switches at random intervals. Speakers indicate when they feel they are no longer talking to a human listener. Analysis of these responses reveals patterns of inappropriate behavior in terms of quantity and timing of backchannels

    Elckerlyc goes mobile - Enabling natural interaction in mobile user interfaces

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    The fast growth of computational resources and speech technology available on mobile devices makes it possible to entertain users of these devices in having a natural dialogue with service systems. These systems are sometimes perceived as social agents and this can be supported by presenting them on the interface by means of an animated embodied conversational agent. To take the full advantage of the power of embodied conversational agents in service systems it is important to support real-time, online and responsive interaction with the system through the embodied conversational agent. The design of responsive animated conversational agents is a daunting task. Elckerlyc is a model-based platform for the specification and animation of synchronised multi-modal responsive animated agents. This paper presents a new light-weight PictureEngine that allows to run this platform in mobile applications. We describe the integration of the PictureEngine in the user interface of two different coaching applications and discuss the findings from user evaluations. We also conducted a study to evaluate an editing tool for the specification of the agent’s communicative behaviour. Twenty one participants had to specify the behaviour of an embodied conversational agent using the PictureEngine. We may conclude that this new lightweight back-end engine for the Elckerlyc platform makes it easier to build embodied conversational interfaces for mobile devices

    MOG 2010:3rd Workshop on Multimodal Output Generation: Proceedings

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