19 research outputs found

    A Model for Synthesizing a Combined Verbal and Nonverbal Behavior Based on Personality Traits in Human-Robot Interaction

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    International audienceIn Human-Robot Interaction (HRI) scenarios, an intelligent robot should be able to synthesize an appropriate behavior adapted to human profile (i.e., personality). Recent research studies discussed the effect of personality traits on human verbal and nonverbal behaviors. The dynamic characteristics of the generated gestures and postures during the nonverbal communication can differ according to personality traits, which similarly can influence the verbal content of human speech. This research tries to map human verbal behavior to a corresponding verbal and nonverbal combined robot behavior based on the extraversion-introversion personality dimension. We explore the human-robot personality matching aspect and the similarity attraction principle, in addition to the different effects of the adapted combined robot behavior expressed through speech and gestures, and the adapted speech-only robot behavior, on interaction. Experiments with the humanoid NAO robot are reported

    Conception et Evaluation d’un Modèle d’Expressivité pour les Gestes des Agents Conversationnels

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    To increase the believability and life-likeness of Embodied Conversational Agents, we introduce a behavior synthesis model for the generation of expressive gesturing. A small set of dimensions of expressivity is used to characterize individual variability of movement. We empirically evaluate our implementation in two separate user studies. The results suggest that our approach works well for a subset of expressive behavior. However, animation fidelity is not high enough to realize subtle changes. Interaction effects between different parameters need to be studied further

    Signals of intensification and attenuation in orchestra and choir conduction

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    Based on a model of communication according to which not only words but also body signals constitute lexicons (Poggi, 2007), the study presented aimes at building a lexicon of conductors? multimodal behaviours requesting intensification and attenuation of sound intensity. In a corpus of concerts and rehearsals, the conductors? body signals requesting to play or sing forte, piano, crescendo, diminuendo were analysed through an annotation scheme describing the body signals, their meanings, and their semiotic devices: generic codified (the same as in everyday language); specific codified (shared with laypeople but with specific meanings in conduction); direct iconic, (resemblance between visual and acoustic modality); indirect iconic, (evoking the technical movement by connected movements or emotion expressions). The work outlines a lexicon of the conductors? signals that in gesture, head, face, gaze, posture, body convey attenuation and intensification in music

    Where do they look?:Gaze Behaviors of Multiple Users Interacting with an ECA

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    Close your eyes…and communicate

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    Proceedings of the 3rd Nordic Symposium on Multimodal Communication. Editors: Patrizia Paggio, Elisabeth Ahlsén, Jens Allwood, Kristiina Jokinen, Costanza Navarretta. NEALT Proceedings Series, Vol. 15 (2011), 62–71. © 2011 The editors and contributors. Published by Northern European Association for Language Technology (NEALT) http://omilia.uio.no/nealt . Electronically published at Tartu University Library (Estonia) http://hdl.handle.net/10062/22532

    Semantics for virtual humans

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    Population of Virtual Worlds with Virtual Humans is increasing rapidly by people who want to create a virtual life parallel to the real one (i.e. Second Life). The evolution of technology is smoothly providing the necessary elements to increase realism within these virtual worlds by creating believable Virtual Humans. However, creating the amount of resources needed to succeed this believability is a difficult task, mainly because of the complexity of the creation process of Virtual Humans. Even though there are many existing available resources, their reusability is difficult because there is not enough information provided to evaluate if a model contains the desired characteristics to be reused. Additionally, the knowledge involved in the creation of Virtual Humans is not well known, nor well disseminated. There are several different creation techniques, different software components, and several processes to carry out before having a Virtual Human capable of populating a virtual environment. The creation of Virtual Humans involves: a geometrical representation with an internal control structure, the motion synthesis with different animation techniques, higher level controllers and descriptors to simulate human-like behavior such individuality, cognition, interaction capabilities, etc. All these processes require the expertise from different fields of knowledge such as mathematics, artificial intelligence, computer graphics, design, etc. Furthermore, there is neither common framework nor common understanding of how elements involved in the creation, development, and interaction of Virtual Humans features are done. Therefore, there is a need for describing (1) existing resources, (2) Virtual Human's composition and features, (3) a creation pipeline and (4) the different levels/fields of knowledge comprehended. This thesis presents an explicit representation of the Virtual Humans and their features to provide a conceptual framework that will interest to all people involved in the creation and development of these characters. This dissertation focuses in a semantic description of Virtual Humans. The creation of a semantic description involves gathering related knowledge, agreement among experts in the definition of concepts, validation of the ontology design, etc. In this dissertation all these procedures are presented, and an Ontology for Virtual Humans is described in detail together with the validations that conducted to the resulted ontology. The goal of creating such ontology is to promote reusability of existing resources; to create a shared knowledge of the creation and composition of Virtual Humans; and to support new research of the fields involved in the development of believable Virtual Humans and virtual environments. Finally, this thesis presents several developments that aim to demonstrate the ontology usability and reusability. These developments serve particularly to support the research on specialized knowledge of Virtual Humans, the population of virtual environments, and improve the believability of these characters

    Formational parameters and adaptive prototype instantiation for mpeg-4 compliant gesture synthesis

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    This paper introduces Gesture Engine, an animation system that synthesizes human gesturing behaviors from augmented conversation transcripts using a database of highlevel gesture definitions. An abstract scripting language to specify hand-arm gestures is introduced that incorporates knowledge from sign language research, psycholinguistics, and traditional keyframe animation. A new planning algorithm instantiates and adjusts gestures according to communicative context and temporal constraints obtained from a speech synthesizer. The system animates an MPEG-4 compliant skeleton using Body Animation Parameters.

    The SEMAINE API : a component integration framework for a naturally interacting and emotionally competent embodied conversational agent

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    The present thesis addresses the topic area of Embodied Conversational Agents (ECAs) with capabilities for natural interaction with a human user and emotional competence with respect to the perception and generation of emotional expressivity. The focus is on the technological underpinnings that facilitate the implementation of a real-time system with these capabilities, built from re-usable components. The thesis comprises three main contributions. First, it describes a new component integration framework, the SEMAINE API, which makes it easy to build emotion-oriented systems from components which interact with one another using standard and pre-standard XML representations. Second, it presents a prepare-and-trigger system architecture which substantially speeds up the time to animation for system utterances that can be pre-planned. Third, it reports on the W3C Emotion Markup Language, an upcoming web standard for representing emotions in technological systems. We assess critical aspects of system performance, showing that the framework provides a good basis for implementing real-time interactive ECA systems, and illustrate by means of three examples that the SEMAINE API makes it is easy to build new emotion-oriented systems from new and existing components.Die vorliegende Dissertation behandelt das Thema der virtuellen Agenten mit Fähigkeiten zur natürlichen Benutzer-Interaktion sowie emotionaler Kompetenz bzgl. der Wahrnehmung und Generierung emotionalen Ausdrucks. Der Schwerpunkt der Arbeit liegt auf den technologischen Grundlagen für die Implementierung eines echtzeitfähigen Systems mit diesen Fähigkeiten, das aus wiederverwendbaren Komponenten erstellt werden kann. Die Arbeit umfasst drei Kernaspekte. Zum Einen beschreibt sie ein neues Framework zur Komponenten-Integration, die SEMAINE API: Diese erleichtert die Erstellung von Emotions-orientierten Systemen aus Komponenten, die untereinander mittels Standard- oder Prä-Standard-Repräsentationen kommunizieren. Zweitens wird eine Systemarchitektur vorgestellt, welche Vorbereitung und Auslösung von Systemverhalten entkoppelt und so zu einer substanziellen Beschleunigung der Generierungszeit führt, wenn Systemäußerungen im Voraus geplant werden können. Drittens beschreibt die Arbeit die W3C Emotion Markup Language, einen werdenden Web-Standard zur Repräsentation von Emotionen in technologischen Systemen. Es werden kritische Aspekte der Systemperformanz untersucht, wodurch gezeigt wird, dass das Framework eine gute Basis für die Implementierung echtzeitfähiger interaktiver Agentensysteme darstellt. Anhand von drei Beispielen wird illustriert, dass mit der SEMAINE API leicht neue Emotions-orientierte Systeme aus neuen und existierenden Komponenten erstellt werden können
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