225 research outputs found
Personalized face and gesture analysis using hierarchical neural networks
The video-based computational analyses of human face and gesture signals encompass a myriad of challenging research problems involving computer vision, machine learning and human computer interaction. In this thesis, we focus on the following challenges: a) the classification of hand and body gestures along with the temporal localization of their occurrence in a continuous stream, b) the recognition of facial expressivity levels in people with Parkinson's Disease using multimodal feature representations, c) the prediction of student learning outcomes in intelligent tutoring systems using affect signals, and d) the personalization of machine learning models, which can adapt to subject and group-specific nuances in facial and gestural behavior. Specifically, we first conduct a quantitative comparison of two approaches to the problem of segmenting and classifying gestures on two benchmark gesture datasets: a method that simultaneously segments and classifies gestures versus a cascaded method that performs the tasks sequentially. Second, we introduce a framework that computationally predicts an accurate score for facial expressivity and validate it on a dataset of interview videos of people with Parkinson's disease. Third, based on a unique dataset of videos of students interacting with MathSpring, an intelligent tutoring system, collected by our collaborative research team, we build models to predict learning outcomes from their facial affect signals. Finally, we propose a novel solution to a relatively unexplored area in automatic face and gesture analysis research: personalization of models to individuals and groups. We develop hierarchical Bayesian neural networks to overcome the challenges posed by group or subject-specific variations in face and gesture signals. We successfully validate our formulation on the problems of personalized subject-specific gesture classification, context-specific facial expressivity recognition and student-specific learning outcome prediction. We demonstrate the flexibility of our hierarchical framework by validating the utility of both fully connected and recurrent neural architectures
ARTICULATORY INFORMATION FOR ROBUST SPEECH RECOGNITION
Current Automatic Speech Recognition (ASR) systems fail to perform nearly as good as human speech recognition performance due to their lack of robustness against speech variability and noise contamination. The goal of this dissertation is to investigate these critical robustness issues, put forth different ways to address them and finally present an ASR architecture based upon these robustness criteria.
Acoustic variations adversely affect the performance of current phone-based ASR systems, in which speech is modeled as `beads-on-a-string', where the beads are the individual phone units. While phone units are distinctive in cognitive domain, they are varying in the physical domain and their variation occurs due to a combination of factors including speech style, speaking rate etc.; a phenomenon commonly known as `coarticulation'. Traditional ASR systems address such coarticulatory variations by using contextualized phone-units such as triphones. Articulatory phonology accounts for coarticulatory variations by modeling speech as a constellation of constricting actions known as articulatory gestures. In such a framework, speech variations such as coarticulation and lenition are accounted for by gestural overlap in time and gestural reduction in space. To realize a gesture-based ASR system, articulatory gestures have to be inferred from the acoustic signal. At the initial stage of this research an initial study was performed using synthetically generated speech to obtain a proof-of-concept that articulatory gestures can indeed be recognized from the speech signal. It was observed that having vocal tract constriction trajectories (TVs) as intermediate representation facilitated the gesture recognition task from the speech signal.
Presently no natural speech database contains articulatory gesture annotation; hence an automated iterative time-warping architecture is proposed that can annotate any natural speech database with articulatory gestures and TVs. Two natural speech databases: X-ray microbeam and Aurora-2 were annotated, where the former was used to train a TV-estimator and the latter was used to train a Dynamic Bayesian Network (DBN) based ASR architecture. The DBN architecture used two sets of observation: (a) acoustic features in the form of mel-frequency cepstral coefficients (MFCCs) and (b) TVs (estimated from the acoustic speech signal). In this setup the articulatory gestures were modeled as hidden random variables, hence eliminating the necessity for explicit gesture recognition. Word recognition results using the DBN architecture indicate that articulatory representations not only can help to account for coarticulatory variations but can also significantly improve the noise robustness of ASR system
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Correlating Visual Speaker Gestures with Measures of Audience Engagement to Aid Video Browsing
In this thesis, we argue that in the domains of educational lectures and political debates, speaker gestures can be a source of semantic cues for video browsing. We hypothesize that certain human gestures, which can be automatically identified through techniques of computer vision, can convey significant information that are correlated to audience engagement. We present a joint-angle descriptor derived from an automatic upper body pose estimation framework to train an SVM which identifies point and spread poses in extracted video frames of an instructor giving a lecture. Ground-truth is collected in the form of 2500 manually annotated frames covering 20 minutes of a video lecture. Cross validation on the ground-truth data showed classifier F-scores of 0.54 and 0.39 for point and spread poses, respectively. We also derive an attribute for gestures which measures the angular variance of the arm movements from this system (analogous to arm waving). We present a method for tracking hands which succeeds even when left and right hands are clasping and occluding each other. We evaluate on a ground-truth dataset of 698 images with 1301 annotated left and right hands, mostly clasped. Our method performs better than baseline on recall (0.66 vs. 0.53) without sacrificing precision (0.65 for both) toward the goal of recognizing clasped hands. For tracking, it results in an improvement over a baseline method with an F-score of 0.59 vs. 0.48. From this, we are able to derive hand motion-based gesture attributes such as velocity, direction change and extremal pose. In ground-truth studies, we manually annotate and analyze the gestures of two instructors, each in a 75-minute computer science lecture using a 14-bit pose vector. We observe "pedagogical" gestures of punctuation and encouragement in addition to traditional classes of gestures such as deictic and metaphoric. We also introduce a tool to facilitate the manual annotations of gestures in video and present results on their frequencies and co-occurrences. In particular, we find that 5 poses represent 80% of the variation in the annotated ground truth. We demonstrate a correlation between the angular variance of arm movements and the presence of those conjunctions that are used to contrast connected clauses ("but", "neither", etc.) in the accompanying speech. We do this by training an AdaBoost-based binary classifier using decision trees as weak learners. On a ground-truth database of 4243 video clips totaling 3.83 hours, each with subtitles, training on sets of conjunctions indicating contrast produces classifiers capable of achieving 55% accuracy on a balanced test set. We study two different presentation methods: an attribute graph which shows a normalized measure of the visual attributes across an entire video, as well as emphasized subtitles, where individual words are emphasized (resized) based on their accompanying gestures. Results from 12 subjects show supportive ratings given for the browsing aids in the task of providing keywords for video under time constraints. Subjects' keywords are also compared to independent ground-truth, resulting in precisions from 0.50-0.55, even when given less than half real time to view the video. We demonstrate a correlation between gesture attributes and a rigorous method of measuring audience engagement: electroencephalography (EEG). Our 20 subjects watch 61 minutes of video of the 2012 U.S. Presidential Debates while under observation through EEG. After discarding corrupted recordings, we retain 47 minutes worth of EEG data for each subject. The subjects are examined in aggregate and in subgroups according to gender and political affiliation. We find statistically significant correlations between gesture attributes (particularly extremal pose) and our feature of engagement derived from EEG. For all subjects watching all videos, we see a statistically significant correlation between gesture and engagement with a Spearman rank correlation of rho = 0.098 with p < 0.05, Bonferroni corrected. For some stratifications, correlations reach as high as rho = 0.297. From these results, we conclude what gestures can be used to measure engagement
Prosody and Kinesics Based Co-analysis Towards Continuous Gesture Recognition
The aim of this study is to develop a multimodal co-analysis framework for continuous gesture recognition by exploiting prosodic and kinesics manifestation of natural communication. Using this framework, a co-analysis pattern between correlating components is obtained. The co-analysis pattern is clustered using K-means clustering to determine how well the pattern distinguishes the gestures. Features of the proposed approach that differentiate it from the other models are its less susceptibility to idiosyncrasies, its scalability, and simplicity. The experiment was performed on Multimodal Annotated Gesture Corpus (MAGEC) that we created for research on understanding non-verbal communication community, particularly the gestures
Animation and Interaction of Responsive, Expressive, and Tangible 3D Virtual Characters
This thesis is framed within the field of 3D Character Animation. Virtual characters are used in many Human Computer Interaction applications such as video games and serious games. Within these virtual worlds they move and act in similar ways to humans controlled by users through some form of interface or by artificial intelligence. This work addresses the challenges of developing smoother movements and more natural behaviors driving motions in real-time, intuitively, and accurately. The interaction between virtual characters and intelligent objects will also be explored. With these subjects researched the work will contribute to creating more responsive, expressive, and tangible virtual characters.
The navigation within virtual worlds uses locomotion such as walking, running, etc. To achieve maximum realism, actors' movements are captured and used to animate virtual characters. This is the philosophy of motion graphs: a structure that embeds movements where the continuous motion stream is generated from concatenating motion pieces. However, locomotion synthesis, using motion graphs, involves a tradeoff between the number of possible transitions between different kinds of locomotion, and the quality of these, meaning smooth transition between poses. To overcome this drawback, we propose the method of progressive transitions using Body Part Motion Graphs (BPMGs). This method deals with partial movements, and generates specific, synchronized transitions for each body part (group of joints) within a window of time. Therefore, the connectivity within the system is not linked to the similarity between global poses allowing us to find more and better quality transition points while increasing the speed of response and execution of these transitions in contrast to standard motion graphs method.
Secondly, beyond getting faster transitions and smoother movements, virtual characters also interact with each other and with users by speaking. This interaction requires the creation of appropriate gestures according to the voice that they reproduced. Gestures are the nonverbal language that accompanies voiced language. The credibility of virtual characters when speaking is linked to the naturalness of their movements in sync with the voice in speech and intonation. Consequently, we analyzed the relationship between gestures, speech, and the performed gestures according to that speech. We defined intensity indicators for both gestures (GSI, Gesture Strength Indicator) and speech (PSI, Pitch Strength Indicator). We studied the relationship in time and intensity of these cues in order to establish synchronicity and intensity rules. Later we adapted the mentioned rules to select the appropriate gestures to the speech input (tagged text from speech signal) in the Gesture Motion Graph (GMG). The evaluation of resulting animations shows the importance of relating the intensity of speech and gestures to generate believable animations beyond time synchronization. Subsequently, we present a system that leads automatic generation of gestures and facial animation from a speech signal: BodySpeech. This system also includes animation improvements such as: increased use of data input, more flexible time synchronization, and new features like editing style of output animations. In addition, facial animation also takes into account speech intonation.
Finally, we have moved virtual characters from virtual environments to the physical world in order to explore their interaction possibilities with real objects. To this end, we present AvatARs, virtual characters that have tangible representation and are integrated into reality through augmented reality apps on mobile devices. Users choose a physical object to manipulate in order to control the animation. They can select and configure the animation, which serves as a support for the virtual character represented. Then, we explored the interaction of AvatARs with intelligent physical objects like the Pleo social robot. Pleo is used to assist hospitalized children in therapy or simply for playing. Despite its benefits, there is a lack of emotional relationship and interaction between the children and Pleo which makes children lose interest eventually. This is why we have created a mixed reality scenario where Vleo (AvatAR as Pleo, virtual element) and Pleo (real element) interact naturally. This scenario has been tested and the results conclude that AvatARs enhances children's motivation to play with Pleo, opening a new horizon in the interaction between virtual characters and robots.Aquesta tesi s'emmarca dins del món de l'animació de personatges virtuals tridimensionals. Els personatges virtuals s'utilitzen en moltes aplicacions d'interacció home mà quina, com els videojocs o els serious games, on es mouen i actuen de forma similar als humans dins de mons virtuals, i on són controlats pels usuaris per mitjà d'alguna interfÃcie, o d'altra manera per sistemes intel·ligents. Reptes com aconseguir moviments fluids i comportament natural, controlar en temps real el moviment de manera intuitiva i precisa, i inclús explorar la interacció dels personatges virtuals amb elements fÃsics intel·ligents; són els que es treballen a continuació amb l'objectiu de contribuir en la generació de personatges virtuals responsius, expressius i tangibles.
La navegació dins dels mons virtuals fa ús de locomocions com caminar, córrer, etc. Per tal d'aconseguir el mà xim de realisme, es capturen i reutilitzen moviments d'actors per animar els personatges virtuals. Aixà funcionen els motion graphs, una estructura que encapsula moviments i per mitjà de cerques dins d'aquesta, els concatena creant un flux continu. La sÃntesi de locomocions usant els motion graphs comporta un compromÃs entre el número de transicions entre les diferents locomocions, i la qualitat d'aquestes (similitud entre les postures a connectar). Per superar aquest inconvenient, proposem el mètode transicions progressives usant Body Part Motion Graphs (BPMGs). Aquest mètode tracta els moviments de manera parcial, i genera transicions especÃfiques i sincronitzades per cada part del cos (grup d'articulacions) dins d'una finestra temporal. Per tant, la conectivitat del sistema no està lligada a la similitud de postures globals, permetent trobar més punts de transició i de més qualitat, i sobretot incrementant la rapidesa en resposta i execució de les transicions respecte als motion graphs està ndards.
En segon lloc, més enllà d'aconseguir transicions rà pides i moviments fluids, els personatges virtuals també interaccionen entre ells i amb els usuaris parlant, creant la necessitat de generar moviments apropiats a la veu que reprodueixen. Els gestos formen part del llenguatge no verbal que acostuma a acompanyar a la veu. La credibilitat dels personatges virtuals parlants està lligada a la naturalitat dels seus moviments i a la concordança que aquests tenen amb la veu, sobretot amb l'entonació d'aquesta. Aixà doncs, hem realitzat l'anà lisi de la relació entre els gestos i la veu, i la conseqüent generació de gestos d'acord a la veu. S'han definit indicadors d'intensitat tant per gestos (GSI, Gesture Strength Indicator) com per la veu (PSI, Pitch Strength Indicator), i s'ha estudiat la relació entre la temporalitat i la intensitat de les dues senyals per establir unes normes de sincronia temporal i d'intensitat. Més endavant es presenta el Gesture Motion Graph (GMG), que selecciona gestos adients a la veu d'entrada (text anotat a partir de la senyal de veu) i les regles esmentades. L'avaluació de les animaciones resultants demostra la importà ncia de relacionar la intensitat per generar animacions cre\"{ibles, més enllà de la sincronització temporal. Posteriorment, presentem un sistema de generació automà tica de gestos i animació facial a partir d'una senyal de veu: BodySpeech. Aquest sistema també inclou millores en l'animació, major reaprofitament de les dades d'entrada i sincronització més flexible, i noves funcionalitats com l'edició de l'estil les animacions de sortida. A més, l'animació facial també té en compte l'entonació de la veu.
Finalment, s'han traslladat els personatges virtuals dels entorns virtuals al món fÃsic per tal d'explorar les possibilitats d'interacció amb objectes reals. Per aquest fi, presentem els AvatARs, personatges virtuals que tenen representació tangible i que es visualitzen integrats en la realitat a través d'un dispositiu mòbil grà cies a la realitat augmentada. El control de l'animació es duu a terme per mitjà d'un objecte fÃsic que l'usuari manipula, seleccionant i parametritzant les animacions, i que al mateix temps serveix com a suport per a la representació del personatge virtual. Posteriorment, s'ha explorat la interacció dels AvatARs amb objectes fÃsics intel·ligents com el robot social Pleo. El Pleo s'utilitza per a assistir a nens hospitalitzats en terà pia o simplement per jugar. Tot i els seus beneficis, hi ha una manca de relació emocional i interacció entre els nens i el Pleo que amb el temps fa que els nens perdin l'interès en ell. Aixà doncs, hem creat un escenari d'interacció mixt on el Vleo (un AvatAR en forma de Pleo; element virtual) i el Pleo (element real) interactuen de manera natural. Aquest escenari s'ha testejat i els resultats conclouen que els AvatARs milloren la motivació per jugar amb el Pleo, obrint un nou horitzó en la interacció dels personatges virtuals amb robots.Esta tesis se enmarca dentro del mundo de la animación de personajes virtuales tridimensionales. Los personajes virtuales se utilizan en muchas aplicaciones de interacción hombre máquina, como los videojuegos y los serious games, donde dentro de mundo virtuales se mueven y actúan de manera similar a los humanos, y son controlados por usuarios por mediante de alguna interfaz, o de otro modo, por sistemas inteligentes. Retos como conseguir movimientos fluidos y comportamiento natural, controlar en tiempo real el movimiento de manera intuitiva y precisa, y incluso explorar la interacción de los personajes virtuales con elementos fÃsicos inteligentes; son los que se trabajan a continuación con el objetivo de contribuir en la generación de personajes virtuales responsivos, expresivos y tangibles.
La navegación dentro de los mundos virtuales hace uso de locomociones como andar, correr, etc. Para conseguir el máximo realismo, se capturan y reutilizan movimientos de actores para animar los personajes virtuales. Asà funcionan los motion graphs, una estructura que encapsula movimientos y que por mediante búsquedas en ella, los concatena creando un flujo contÃnuo. La sÃntesi de locomociones usando los motion graphs comporta un compromiso entre el número de transiciones entre las distintas locomociones, y la calidad de estas (similitud entre las posturas a conectar). Para superar este inconveniente, proponemos el método transiciones progresivas usando Body Part Motion Graphs (BPMGs). Este método trata los movimientos de manera parcial, y genera transiciones especÃficas y sincronizadas para cada parte del cuerpo (grupo de articulaciones) dentro de una ventana temporal. Por lo tanto, la conectividad del sistema no está vinculada a la similitud de posturas globales, permitiendo encontrar más puntos de transición y de más calidad, incrementando la rapidez en respuesta y ejecución de las transiciones respeto a los motion graphs estándards.
En segundo lugar, más allá de conseguir transiciones rápidas y movimientos fluÃdos, los personajes virtuales también interaccionan entre ellos y con los usuarios hablando, creando la necesidad de generar movimientos apropiados a la voz que reproducen. Los gestos forman parte del lenguaje no verbal que acostumbra a acompañar a la voz. La credibilidad de los personajes virtuales parlantes está vinculada a la naturalidad de sus movimientos y a la concordancia que estos tienen con la voz, sobretodo con la entonación de esta. Asà pues, hemos realizado el análisis de la relación entre los gestos y la voz, y la consecuente generación de gestos de acuerdo a la voz. Se han definido indicadores de intensidad tanto para gestos (GSI, Gesture Strength Indicator) como para la voz (PSI, Pitch Strength Indicator), y se ha estudiado la relación temporal y de intensidad para establecer unas reglas de sincronÃa temporal y de intensidad. Más adelante se presenta el Gesture Motion Graph (GMG), que selecciona gestos adientes a la voz de entrada (texto etiquetado a partir de la señal de voz) y las normas mencionadas. La evaluación de las animaciones resultantes demuestra la importancia de relacionar la intensidad para generar animaciones creÃbles, más allá de la sincronización temporal. Posteriormente, presentamos un sistema de generación automática de gestos y animación facial a partir de una señal de voz: BodySpeech. Este sistema también incluye mejoras en la animación, como un mayor aprovechamiento de los datos de entrada y una sincronización más flexible, y nuevas funcionalidades como la edición del estilo de las animaciones de salida. Además, la animación facial también tiene en cuenta la entonación de la voz.
Finalmente, se han trasladado los personajes virtuales de los entornos virtuales al mundo fÃsico para explorar las posibilidades de interacción con objetos reales. Para este fin, presentamos los AvatARs, personajes virtuales que tienen representación tangible y que se visualizan integrados en la realidad a través de un dispositivo móvil gracias a la realidad aumentada. El control de la animación se lleva a cabo mediante un objeto fÃsico que el usuario manipula, seleccionando y configurando las animaciones, y que a su vez sirve como soporte para la representación del personaje. Posteriormente, se ha explorado la interacción de los AvatARs con objetos fÃsicos inteligentes como el robot Pleo. Pleo se utiliza para asistir a niños en terapia o simplemente para jugar. Todo y sus beneficios, hay una falta de relación emocional y interacción entre los niños y Pleo que con el tiempo hace que los niños pierdan el interés. Asà pues, hemos creado un escenario de interacción mixto donde Vleo (AvatAR en forma de Pleo; virtual) y Pleo (real) interactúan de manera natural. Este escenario se ha testeado y los resultados concluyen que los AvatARs mejoran la motivación para jugar con Pleo, abriendo un nuevo horizonte en la interacción de los personajes virtuales con robots
Biologically inspired methods in speech recognition and synthesis: closing the loop
Current state-of-the-art approaches to computational speech recognition and synthesis are based on statistical analyses of extremely large data sets. It is currently unknown how these methods relate to the methods that the human brain uses to perceive and produce speech. In this thesis, I present a conceptual model, Sermo, which describes some of the computations that the human brain uses to perceive and produce speech. I then implement three large-scale brain models that accomplish tasks theorized to be required by Sermo, drawing upon techniques in automatic speech recognition, articulatory speech synthesis, and computational neuroscience.
The first model extracts features from an audio signal by performing a frequency decomposition with an auditory periphery model, then decorrelating the information in that power spectrum with methods commonly used in audio and image compression. I show that the features produced by this model implemented with biologically plausible spiking neurons can be used to classify phones in pre-segmented speech with significantly better accuracy than the features typically used in automatic speech recognition systems. Additionally, I show that this model can be used to compare auditory periphery models in terms of their ability to support phone classification of pre-segmented speech.
The second model uses a symbol-like neural representation of a sequence of syllables to generate a trajectory of premotor commands that can be used to control an articulatory synthesizer. I show that the model can produce trajectories up to several seconds in length from a static syllable sequence representation that result in intelligible synthesized speech. The trajectories reflect the high temporal variability of human speech, and smoothly transition between successive syllables, even in rapid utterances.
The third model classifies syllables from a trajectory of premotor commands. I show that the model is able to classify syllables online despite high temporal variability, and can produce the same syllable representations used by the second model. These two models can be connected in future work in order to implement a closed-loop sensorimotor speech system.
Unlike current computational approaches, all three of these models are implemented with biologically plausible spiking neurons, which can be simulated with neuromorphic hardware, and can interface naturally with artificial cochleas. All models are shown to scale to the level of adult human vocabularies in terms of the neural resources required, though limitations on their performance as a result of scaling will be discussed
Interactive molecular dynamics in virtual reality from quantum chemistry to drug binding: An open-source multi-person framework
© 2019 Author(s). As molecular scientists have made progress in their ability to engineer nanoscale molecular structure, we face new challenges in our ability to engineer molecular dynamics (MD) and flexibility. Dynamics at the molecular scale differs from the familiar mechanics of everyday objects because it involves a complicated, highly correlated, and three-dimensional many-body dynamical choreography which is often nonintuitive even for highly trained researchers. We recently described how interactive molecular dynamics in virtual reality (iMD-VR) can help to meet this challenge, enabling researchers to manipulate real-time MD simulations of flexible structures in 3D. In this article, we outline various efforts to extend immersive technologies to the molecular sciences, and we introduce "Narupa," a flexible, open-source, multiperson iMD-VR software framework which enables groups of researchers to simultaneously cohabit real-time simulation environments to interactively visualize and manipulate the dynamics of molecular structures with atomic-level precision. We outline several application domains where iMD-VR is facilitating research, communication, and creative approaches within the molecular sciences, including training machines to learn potential energy functions, biomolecular conformational sampling, protein-ligand binding, reaction discovery using "on-the-fly" quantum chemistry, and transport dynamics in materials. We touch on iMD-VR's various cognitive and perceptual affordances and outline how these provide research insight for molecular systems. By synergistically combining human spatial reasoning and design insight with computational automation, technologies such as iMD-VR have the potential to improve our ability to understand, engineer, and communicate microscopic dynamical behavior, offering the potential to usher in a new paradigm for engineering molecules and nano-architectures
Exploring human-object interaction through force vector measurement
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2019Cataloged from PDF version of thesis.Includes bibliographical references (pages 101-107).I introduce SCALE, a project aiming to further understand Human-Object Interaction through the real-time analysis of force vector signals, which I have defined as "Force-based Interaction" in this thesis. Force conveys fundamental information in Force-based Interaction, including force intensity, its direction, and object weight - information otherwise difficult to be accessed or inferred from other sensing modalities. To explore the design space of force-based interaction, I have developed the SCALE toolkit, which is composed of modularized 3d-axis force sensors and application APIs. In collaboration with big industry companies, this system has been applied to a variety of application domains and settings, including a retail store, a smart home and a farmers market. In this thesis, I have proposed a base system SCALE, and two additional advanced projects titled KI/OSK and DepthTouch, which build upon the SCALE project.by Takatoshi Yoshida.S.M.S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Science
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