464 research outputs found

    Analyzing Input and Output Representations for Speech-Driven Gesture Generation

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    This paper presents a novel framework for automatic speech-driven gesture generation, applicable to human-agent interaction including both virtual agents and robots. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven gesture generation by incorporating representation learning. Our model takes speech as input and produces gestures as output, in the form of a sequence of 3D coordinates. Our approach consists of two steps. First, we learn a lower-dimensional representation of human motion using a denoising autoencoder neural network, consisting of a motion encoder MotionE and a motion decoder MotionD. The learned representation preserves the most important aspects of the human pose variation while removing less relevant variation. Second, we train a novel encoder network SpeechE to map from speech to a corresponding motion representation with reduced dimensionality. At test time, the speech encoder and the motion decoder networks are combined: SpeechE predicts motion representations based on a given speech signal and MotionD then decodes these representations to produce motion sequences. We evaluate different representation sizes in order to find the most effective dimensionality for the representation. We also evaluate the effects of using different speech features as input to the model. We find that mel-frequency cepstral coefficients (MFCCs), alone or combined with prosodic features, perform the best. The results of a subsequent user study confirm the benefits of the representation learning.Comment: Accepted at IVA '19. Shorter version published at AAMAS '19. The code is available at https://github.com/GestureGeneration/Speech_driven_gesture_generation_with_autoencode

    Temporal Attention-Gated Model for Robust Sequence Classification

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    Typical techniques for sequence classification are designed for well-segmented sequences which have been edited to remove noisy or irrelevant parts. Therefore, such methods cannot be easily applied on noisy sequences expected in real-world applications. In this paper, we present the Temporal Attention-Gated Model (TAGM) which integrates ideas from attention models and gated recurrent networks to better deal with noisy or unsegmented sequences. Specifically, we extend the concept of attention model to measure the relevance of each observation (time step) of a sequence. We then use a novel gated recurrent network to learn the hidden representation for the final prediction. An important advantage of our approach is interpretability since the temporal attention weights provide a meaningful value for the salience of each time step in the sequence. We demonstrate the merits of our TAGM approach, both for prediction accuracy and interpretability, on three different tasks: spoken digit recognition, text-based sentiment analysis and visual event recognition.Comment: Accepted by CVPR 201

    Speech-Gesture GAN: Gesture Generation for Robots and Embodied Agents

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    Embodied agents, in the form of virtual agents or social robots, are rapidly becoming more widespread. In human-human interactions, humans use nonverbal behaviours to convey their attitudes, feelings, and intentions. Therefore, this capability is also required for embodied agents in order to enhance the quality and effectiveness of their interactions with humans. In this paper, we propose a novel framework that can generate sequences of joint angles from the speech text and speech audio utterances. Based on a conditional Generative Adversarial Network (GAN), our proposed neural network model learns the relationships between the co-speech gestures and both semantic and acoustic features from the speech input. In order to train our neural network model, we employ a public dataset containing co-speech gestures with corresponding speech audio utterances, which were captured from a single male native English speaker. The results from both objective and subjective evaluations demonstrate the efficacy of our gesture-generation framework for Robots and Embodied Agents.Comment: RO-MAN'23, 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), August 2023, Busan, South Kore

    Learning Speech-driven 3D Conversational Gestures from Video

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    We propose the first approach to automatically and jointly synthesize both the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new way to create a large corpus of more than 33 hours of annotated body, hand, and face data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as dense 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations

    A Review on Human-Computer Interaction and Intelligent Robots

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    In the field of artificial intelligence, human–computer interaction (HCI) technology and its related intelligent robot technologies are essential and interesting contents of research. From the perspective of software algorithm and hardware system, these above-mentioned technologies study and try to build a natural HCI environment. The purpose of this research is to provide an overview of HCI and intelligent robots. This research highlights the existing technologies of listening, speaking, reading, writing, and other senses, which are widely used in human interaction. Based on these same technologies, this research introduces some intelligent robot systems and platforms. This paper also forecasts some vital challenges of researching HCI and intelligent robots. The authors hope that this work will help researchers in the field to acquire the necessary information and technologies to further conduct more advanced research

    Learning Speech-driven {3D} Conversational Gestures from Video

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    We propose the first approach to automatically and jointly synthesize both the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new way to create a large corpus of more than 33 hours of annotated body, hand, and face data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as dense 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations

    ACT2G: Attention-based Contrastive Learning for Text-to-Gesture Generation

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    Recent increase of remote-work, online meeting and tele-operation task makes people find that gesture for avatars and communication robots is more important than we have thought. It is one of the key factors to achieve smooth and natural communication between humans and AI systems and has been intensively researched. Current gesture generation methods are mostly based on deep neural network using text, audio and other information as the input, however, they generate gestures mainly based on audio, which is called a beat gesture. Although the ratio of the beat gesture is more than 70% of actual human gestures, content based gestures sometimes play an important role to make avatars more realistic and human-like. In this paper, we propose a attention-based contrastive learning for text-to-gesture (ACT2G), where generated gestures represent content of the text by estimating attention weight for each word from the input text. In the method, since text and gesture features calculated by the attention weight are mapped to the same latent space by contrastive learning, once text is given as input, the network outputs a feature vector which can be used to generate gestures related to the content. User study confirmed that the gestures generated by ACT2G were better than existing methods. In addition, it was demonstrated that wide variation of gestures were generated from the same text by changing attention weights by creators

    A Deep Learning Sequential Decoder for Transient High-Density Electromyography in Hand Gesture Recognition Using Subject-Embedded Transfer Learning

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    Hand gesture recognition (HGR) has gained significant attention due to the increasing use of AI-powered human-computer interfaces that can interpret the deep spatiotemporal dynamics of biosignals from the peripheral nervous system, such as surface electromyography (sEMG). These interfaces have a range of applications, including the control of extended reality, agile prosthetics, and exoskeletons. However, the natural variability of sEMG among individuals has led researchers to focus on subject-specific solutions. Deep learning methods, which often have complex structures, are particularly data-hungry and can be time-consuming to train, making them less practical for subject-specific applications. In this paper, we propose and develop a generalizable, sequential decoder of transient high-density sEMG (HD-sEMG) that achieves 73% average accuracy on 65 gestures for partially-observed subjects through subject-embedded transfer learning, leveraging pre-knowledge of HGR acquired during pre-training. The use of transient HD-sEMG before gesture stabilization allows us to predict gestures with the ultimate goal of counterbalancing system control delays. The results show that the proposed generalized models significantly outperform subject-specific approaches, especially when the training data is limited, and there is a significant number of gesture classes. By building on pre-knowledge and incorporating a multiplicative subject-embedded structure, our method comparatively achieves more than 13% average accuracy across partially observed subjects with minimal data availability. This work highlights the potential of HD-sEMG and demonstrates the benefits of modeling common patterns across users to reduce the need for large amounts of data for new users, enhancing practicality
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