4,425 research outputs found

    On combining the facial movements of a talking head

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    We present work on Obie, an embodied conversational agent framework. An embodied conversational agent, or talking head, consists of three main components. The graphical part consists of a face model and a facial muscle model. Besides the graphical part, we have implemented an emotion model and a mapping from emotions to facial expressions. The animation part of the framework focuses on the combination of different facial movements temporally. In this paper we propose a scheme of combining facial movements on a 3D talking head

    Text-based Editing of Talking-head Video

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    Editing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the speaker has been modified, while maintaining a seamless audio-visual flow (i.e. no jump cuts). Our method automatically annotates an input talking-head video with phonemes, visemes, 3D face pose and geometry, reflectance, expression and scene illumination per frame. To edit a video, the user has to only edit the transcript, and an optimization strategy then chooses segments of the input corpus as base material. The annotated parameters corresponding to the selected segments are seamlessly stitched together and used to produce an intermediate video representation in which the lower half of the face is rendered with a parametric face model. Finally, a recurrent video generation network transforms this representation to a photorealistic video that matches the edited transcript. We demonstrate a large variety of edits, such as the addition, removal, and alteration of words, as well as convincing language translation and full sentence synthesis

    Book review: Mob Rule Learning

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    Mob Rule Learning: Camps, Unconferences and Trashing the Talking Head. By Michelle Boule, Medford: Cyber Age Books, 2011, paperback ISBN 978-0-910965-92-7, 230 pages

    Efficient Emotional Adaptation for Audio-Driven Talking-Head Generation

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    Audio-driven talking-head synthesis is a popular research topic for virtual human-related applications. However, the inflexibility and inefficiency of existing methods, which necessitate expensive end-to-end training to transfer emotions from guidance videos to talking-head predictions, are significant limitations. In this work, we propose the Emotional Adaptation for Audio-driven Talking-head (EAT) method, which transforms emotion-agnostic talking-head models into emotion-controllable ones in a cost-effective and efficient manner through parameter-efficient adaptations. Our approach utilizes a pretrained emotion-agnostic talking-head transformer and introduces three lightweight adaptations (the Deep Emotional Prompts, Emotional Deformation Network, and Emotional Adaptation Module) from different perspectives to enable precise and realistic emotion controls. Our experiments demonstrate that our approach achieves state-of-the-art performance on widely-used benchmarks, including LRW and MEAD. Additionally, our parameter-efficient adaptations exhibit remarkable generalization ability, even in scenarios where emotional training videos are scarce or nonexistent. Project website: https://yuangan.github.io/eat/Comment: Accepted to ICCV 2023. Project page: https://yuangan.github.io/eat

    Emotional Talking Head Generation based on Memory-Sharing and Attention-Augmented Networks

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    Given an audio clip and a reference face image, the goal of the talking head generation is to generate a high-fidelity talking head video. Although some audio-driven methods of generating talking head videos have made some achievements in the past, most of them only focused on lip and audio synchronization and lack the ability to reproduce the facial expressions of the target person. To this end, we propose a talking head generation model consisting of a Memory-Sharing Emotion Feature extractor (MSEF) and an Attention-Augmented Translator based on U-net (AATU). Firstly, MSEF can extract implicit emotional auxiliary features from audio to estimate more accurate emotional face landmarks.~Secondly, AATU acts as a translator between the estimated landmarks and the photo-realistic video frames. Extensive qualitative and quantitative experiments have shown the superiority of the proposed method to the previous works. Codes will be made publicly available

    DiffTalk: Crafting Diffusion Models for Generalized Audio-Driven Portraits Animation

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    Talking head synthesis is a promising approach for the video production industry. Recently, a lot of effort has been devoted in this research area to improve the generation quality or enhance the model generalization. However, there are few works able to address both issues simultaneously, which is essential for practical applications. To this end, in this paper, we turn attention to the emerging powerful Latent Diffusion Models, and model the Talking head generation as an audio-driven temporally coherent denoising process (DiffTalk). More specifically, instead of employing audio signals as the single driving factor, we investigate the control mechanism of the talking face, and incorporate reference face images and landmarks as conditions for personality-aware generalized synthesis. In this way, the proposed DiffTalk is capable of producing high-quality talking head videos in synchronization with the source audio, and more importantly, it can be naturally generalized across different identities without any further fine-tuning. Additionally, our DiffTalk can be gracefully tailored for higher-resolution synthesis with negligible extra computational cost. Extensive experiments show that the proposed DiffTalk efficiently synthesizes high-fidelity audio-driven talking head videos for generalized novel identities. For more video results, please refer to \url{https://sstzal.github.io/DiffTalk/}.Comment: Project page https://sstzal.github.io/DiffTalk

    Talking Head

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    My sister used to raise guinea hens, and her hens were consistently cantankerous and difficult. I thought she would enjoy this painting of a particularly salty guinea he

    Multimodal Interaction in a Haptic Environment

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    In this paper we investigate the introduction of haptics in a multimodal tutoring environment. In this environment a haptic device is used to control a virtual piece of sterile cotton and a virtual injection needle. Speech input and output is provided to interact with a virtual tutor, available as a talking head, and a virtual patient. We introduce the haptic tasks and how different agents in the multi-agent system are made responsible for them. Notes are provided about the way we introduce an affective model in the tutor agent
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