3,203 research outputs found

    Reactive Statistical Mapping: Towards the Sketching of Performative Control with Data

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    Part 1: Fundamental IssuesInternational audienceThis paper presents the results of our participation to the ninth eNTERFACE workshop on multimodal user interfaces. Our target for this workshop was to bring some technologies currently used in speech recognition and synthesis to a new level, i.e. being the core of a new HMM-based mapping system. The idea of statistical mapping has been investigated, more precisely how to use Gaussian Mixture Models and Hidden Markov Models for realtime and reactive generation of new trajectories from inputted labels and for realtime regression in a continuous-to-continuous use case. As a result, we have developed several proofs of concept, including an incremental speech synthesiser, a software for exploring stylistic spaces for gait and facial motion in realtime, a reactive audiovisual laughter and a prototype demonstrating the realtime reconstruction of lower body gait motion strictly from upper body motion, with conservation of the stylistic properties. This project has been the opportunity to formalise HMM-based mapping, integrate various of these innovations into the Mage library and explore the development of a realtime gesture recognition tool

    Acoustic Features of Different Types of Laughter in North Sami Conversational Speech

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    Gelotophobia and the challenges of implementing laughter into virtual agents interactions

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    This study investigated which features of AVATAR laughter are perceived threatening for individuals with a fear of being laughed at (gelotophobia), and individuals with no gelotophobia. Laughter samples were systematically varied (e.g., intensity, laughter pitch, and energy for the voice, intensity of facial actions of the face) in three modalities: animated facial expressions, synthesized auditory laughter vocalizations, and motion capture generated puppets displaying laughter body movements. In the online study 123 adults completed, the GELOPH (Ruch and Proyer, 2008a,b) and rated randomly presented videos of the three modalities for how malicious, how friendly, how real the laughter was (0 not at all to 8 extremely). Additionally, an open question asked which markers led to the perception of friendliness/maliciousness. The current study identified features in all modalities of laughter stimuli that were perceived as malicious in general, and some that were gelotophobia specific. For facial expressions of AVATARS, medium intensity laughs triggered highest maliciousness in the gelotophobes. In the auditory stimuli, the fundamental frequency modulations and the variation in intensity were indicative of maliciousness. In the body, backwards and forward movements and rocking vs. jerking movements distinguished the most malicious from the least malicious laugh. From the open answers, the shape and appearance of the lips curling induced feelings that the expression was malicious for non-gelotophobes and that the movement round the eyes, elicited the face to appear as friendly. This was opposite for gelotophobes. Gelotophobia savvy AVATARS should be of high intensity, containing lip and eye movements and be fast, non-repetitive voiced vocalization, variable and of short duration. It should not contain any features that indicate a down-regulation in the voice or body, or indicate voluntary/cognitive modulation.the European Union Seventh Framework Program (FP7/2007-2013) under grant agreement no. 270780 (ILHAIRE project)
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