20,213 research outputs found

    On combining the facial movements of a talking head

    Get PDF
    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

    The inaccuracy and insincerity of real faces

    No full text
    Since conversation is a central human activity, the synthesis of proper conversational behavior for Virtual Humans will become a critical issue. Facial expressions represent a critical part of interpersonal communication. Even with the most sophisticated, photo-realistic head model, an avatar who's behavior is unbelievable or even uninterpretable will be an inefficient or possibly counterproductive conversational partner. Synthesizing expressions can be greatly aided by a detailed description of which facial motions are perceptually necessary and sufficient. Here, we recorded eight core expressions from six trained individuals using a method-acting approach. We then psychophysically determined how recognizable and believable those expressions were. The results show that people can identify these expressions quite well, although there is some systematic confusion between particular expressions. The results also show that people found the expressions to be less than convincing. The pattern of confusions and believability ratings demonstrates that there is considerable variation in natural expressions and that even real facial expressions are not always understood or believed. Moreover, the results provide the ground work necessary to begin a more fine-grained analysis of the core components of these expressions. As some initial results from a model-based manipulation of the image sequences shows, a detailed description of facial expressions can be an invaluable aid in the synthesis of unambiguous and believable Virtual Humans

    Designing and Implementing Embodied Agents: Learning from Experience

    Get PDF
    In this paper, we provide an overview of part of our experience in designing and implementing some of the embodied agents and talking faces that we have used for our research into human computer interaction. We focus on the techniques that were used and evaluate this with respect to the purpose that the agents and faces were to serve and the costs involved in producing and maintaining the software. We discuss the function of this research and development in relation to the educational programme of our graduate students

    I Probe, Therefore I Am: Designing a Virtual Journalist with Human Emotions

    Get PDF
    By utilizing different communication channels, such as verbal language, gestures or facial expressions, virtually embodied interactive humans hold a unique potential to bridge the gap between human-computer interaction and actual interhuman communication. The use of virtual humans is consequently becoming increasingly popular in a wide range of areas where such a natural communication might be beneficial, including entertainment, education, mental health research and beyond. Behind this development lies a series of technological advances in a multitude of disciplines, most notably natural language processing, computer vision, and speech synthesis. In this paper we discuss a Virtual Human Journalist, a project employing a number of novel solutions from these disciplines with the goal to demonstrate their viability by producing a humanoid conversational agent capable of naturally eliciting and reacting to information from a human user. A set of qualitative and quantitative evaluation sessions demonstrated the technical feasibility of the system whilst uncovering a number of deficits in its capacity to engage users in a way that would be perceived as natural and emotionally engaging. We argue that naturalness should not always be seen as a desirable goal and suggest that deliberately suppressing the naturalness of virtual human interactions, such as by altering its personality cues, might in some cases yield more desirable results.Comment: eNTERFACE16 proceeding

    Determining what people feel and think when interacting with humans and machines

    Get PDF
    Any interactive software program must interpret the users’ actions and come up with an appropriate response that is intelligable and meaningful to the user. In most situations, the options of the user are determined by the software and hardware and the actions that can be carried out are unambiguous. The machine knows what it should do when the user carries out an action. In most cases, the user knows what he has to do by relying on conventions which he may have learned by having had a look at the instruction manual, having them seen performed by somebody else, or which he learned by modifying a previously learned convention. Some, or most, of the times he just finds out by trial and error. In user-friendly interfaces, the user knows, without having to read extensive manuals, what is expected from him and how he can get the machine to do what he wants. An intelligent interface is so-called, because it does not assume the same kind of programming of the user by the machine, but the machine itself can figure out what the user wants and how he wants it without the user having to take all the trouble of telling it to the machine in the way the machine dictates but being able to do it in his own words. Or perhaps by not using any words at all, as the machine is able to read off the intentions of the user by observing his actions and expressions. Ideally, the machine should be able to determine what the user wants, what he expects, what he hopes will happen, and how he feels

    Cultural dialects of real and synthetic emotional facial expressions

    Get PDF
    In this article we discuss the aspects of designing facial expressions for virtual humans (VHs) with a specific culture. First we explore the notion of cultures and its relevance for applications with a VH. Then we give a general scheme of designing emotional facial expressions, and identify the stages where a human is involved, either as a real person with some specific role, or as a VH displaying facial expressions. We discuss how the display and the emotional meaning of facial expressions may be measured in objective ways, and how the culture of displayers and the judges may influence the process of analyzing human facial expressions and evaluating synthesized ones. We review psychological experiments on cross-cultural perception of emotional facial expressions. By identifying the culturally critical issues of data collection and interpretation with both real and VHs, we aim at providing a methodological reference and inspiration for further research
    • 

    corecore