348 research outputs found
Analyzing Input and Output Representations for Speech-Driven Gesture Generation
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
Should beat gestures be learned or designed? A benchmarking user study
In this paper, we present a user study on gener-ated beat gestures for humanoid agents. It has been shownthat Human-Robot Interaction can be improved by includingcommunicative non-verbal behavior, such as arm gestures. Beatgestures are one of the four types of arm gestures, and are knownto be used for emphasizing parts of speech. In our user study,we compare beat gestures learned from training data with hand-crafted beat gestures. The first kind of gestures are generatedby a machine learning model trained on speech audio andhuman upper body poses. We compared this approach with threehand-coded beat gestures methods: designed beat gestures, timedbeat gestures, and noisy gestures. Forty-one subjects participatedin our user study, and a ranking was derived from pairedcomparisons using the Bradley Terry Luce model. We found thatfor beat gestures, the gestures from the machine learning modelare preferred, followed by algorithmically generated gestures.This emphasizes the promise of machine learning for generating communicative actions.QC 20190815</p
Expressing Robot Personality through Talking Body Language
Social robots must master the nuances of human communication as a mean to convey an effective message and generate trust. It is well-known that non-verbal cues are very important in human interactions, and therefore a social robot should produce a body language coherent with its discourse. In this work, we report on a system that endows a humanoid robot with the ability to adapt its body language according to the sentiment of its speech. A combination of talking beat gestures with emotional cues such as eye lightings, body posture of voice intonation and volume permits a rich variety of behaviors. The developed approach is not purely reactive, and it easily allows to assign a kind of personality to the robot. We present several videos with the robot in two different scenarios, and showing discrete and histrionic personalities.This work has been partially supported by the Basque Government (IT900-16 and Elkartek 2018/00114), the Spanish Ministry of Economy and Competitiveness (RTI 2018-093337-B-100, MINECO/FEDER, EU)
Design of a virtual human presenter
We have created a virtual human presenter who accepts speech texts with embedded commands as inputs. The presenter acts in real-time 3D animation synchronized with speech. The system was developed on the Jack animated-agent system. Jack provides a 3D graphical environment for controlling articulated figures, including detailed human model
A Comprehensive Review of Data-Driven Co-Speech Gesture Generation
Gestures that accompany speech are an essential part of natural and efficient
embodied human communication. The automatic generation of such co-speech
gestures is a long-standing problem in computer animation and is considered an
enabling technology in film, games, virtual social spaces, and for interaction
with social robots. The problem is made challenging by the idiosyncratic and
non-periodic nature of human co-speech gesture motion, and by the great
diversity of communicative functions that gestures encompass. Gesture
generation has seen surging interest recently, owing to the emergence of more
and larger datasets of human gesture motion, combined with strides in
deep-learning-based generative models, that benefit from the growing
availability of data. This review article summarizes co-speech gesture
generation research, with a particular focus on deep generative models. First,
we articulate the theory describing human gesticulation and how it complements
speech. Next, we briefly discuss rule-based and classical statistical gesture
synthesis, before delving into deep learning approaches. We employ the choice
of input modalities as an organizing principle, examining systems that generate
gestures from audio, text, and non-linguistic input. We also chronicle the
evolution of the related training data sets in terms of size, diversity, motion
quality, and collection method. Finally, we identify key research challenges in
gesture generation, including data availability and quality; producing
human-like motion; grounding the gesture in the co-occurring speech in
interaction with other speakers, and in the environment; performing gesture
evaluation; and integration of gesture synthesis into applications. We
highlight recent approaches to tackling the various key challenges, as well as
the limitations of these approaches, and point toward areas of future
development.Comment: Accepted for EUROGRAPHICS 202
Parameterized Action Representation and Natural Language Instructions for Dynamic Behavior Modification of Embodied Agents
We introduce a prototype for building a strategy game. A player can control and modify the behavior of all the characters in a game, and introduce new strategies, through the powerful medium of natural language instructions. We describe a Parameterized Action Representation (PAR) designed to bridge the gap between natural language instructions and the virtual agents who are to carry them out. We will illustrate PAR through an interactive demonstration of a multi-agent strategy game
Real Time Virtual Humans
The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. Various dimensions of real-time virtual humans are considered, such as appearance and movement, autonomous action, and skills such as gesture, attention, and locomotion. A virtual human architecture includes low level motor skills, mid-level PaT-Net parallel finite-state machine controller, and a high level conceptual action representation that can be used to drive virtual humans through complex tasks. This structure offers a deep connection between natural language instructions and animation control
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