161 research outputs found
Automating the production of communicative gestures in embodied characters
In this paper we highlight the different challenges in modeling communicative gestures for Embodied Conversational Agents (ECAs). We describe models whose aim is to capture and understand the specific characteristics of communicative gestures in order to envision how an automatic communicative gesture production mechanism could be built. The work is inspired by research on how human gesture characteristics (e.g., shape of the hand, movement, orientation and timing with respect to the speech) convey meaning. We present approaches to computing where to place a gesture, which shape the gesture takes and how gesture shapes evolve through time. We focus on a particular model based on theoretical frameworks on metaphors and embodied cognition that argue that people can represent, reason about and convey abstract concepts using physical representations and processes, which can be conveyed through physical gestures
Autonomous agents and avatars in REVERIE’s virtual environment
In this paper, we describe the enactment of autonomous agents and avatars in the web-based social collaborative virtual environment of REVERIE that supports natural, human-like behavior, physical interaction and engagement. Represented by avatars, users feel immersed in this virtual world in which they can meet and share experiences as in real life. Like the avatars, autonomous agents that may act in this world are capable of demonstrating human-like non-verbal behavior and facilitate social interaction. We describe how reasoning components of the REVERIE system connect and cooperatively control autonomous agents and avatars representing a user
Towards the generation of synchronized and believable non-verbal facial behaviors of a talking virtual agent
This paper introduces a new model to generate rhythmically relevant
non-verbal facial behaviors for virtual agents while they speak. The model
demonstrates perceived performance comparable to behaviors directly extracted
from the data and replayed on a virtual agent, in terms of synchronization with
speech and believability. Interestingly, we found that training the model with
two different sets of data, instead of one, did not necessarily improve its
performance. The expressiveness of the people in the dataset and the shooting
conditions are key elements. We also show that employing an adversarial model,
in which fabricated fake examples are introduced during the training phase,
increases the perception of synchronization with speech. A collection of videos
demonstrating the results and code can be accessed at:
https://github.com/aldelb/non_verbal_facial_animation
Vers des Agents Conversationnels Animés dotés d'émotions et d'attitudes sociales
International audienceIn this article, we propose an architecture of a socio-affective Embodied Conversational Agent (ECA). The different computational models of the architecture enable an ECA to express emotions and social attitudes during an interaction with a user. Based on corpora of actors expressing emotions, models have been defined to compute the emotional facial expressions of an ECA and the characteristics of its corporal movements. A user-perceptive approach has been used to design models to define how an ECA should adapt its non-verbal behavior according to the social attitude the ECA wants to display and the behavior of its interlocutor. The emotions and the social attitudes to express are computed by cognitive models presented in this article.Dans cet article, nous proposons une architecture d'un Agent Conversationnel Animé (ACA) socio-affectif. Les différents modèles computationnels sous-jacents à cette architecture, permettant de donner la capacité à un ACA d'exprimer des émotions et des attitudes sociales durant son interaction avec l'utilisateur, sont présentés. A partir de corpus d'individus exprimant des émotions, des modèles permettant de calculer l'expression faciale émotionnelle d'un ACA ainsi que les caractéristiques de ses mouvements du corps ont été définis. Fondés sur une approche centrée sur la perception de l'utilisateur, des modèles permettant de calculer comment un ACA doit adapter son comportement non-verbal suivant l'attitude sociale qu'il souhaite exprimer et suivant le comportement de son interlocuteur ont été construits. Le calcul des émotions et des attitudes sociales à exprimer est réalisé par des modèles cognitifs présentés dans cet article
A framework for human-like behavior in an immersive virtual world
Just as readers feel immersed when the story-line adheres to their experiences, users will more easily feel immersed in a virtual environment if the behavior of the characters in that environment adheres to their expectations, based on their life-long observations in the real world. This paper introduces a framework that allows authors to establish natural, human-like behavior, physical interaction and emotional engagement of characters living in a virtual environment. Represented by realistic virtual characters, this framework allows people to feel immersed in an Internet based virtual world in which they can meet and share experiences in a natural way as they can meet and share experiences in real life. Rather than just being visualized in a 3D space, the virtual characters (autonomous agents as well as avatars representing users) in the immersive environment facilitate social interaction and multi-party collaboration, mixing virtual with real
Shaking-table tests of flat-bottom circular silos containing grain-like material
According to Eurocode 8, the seismic design of flat-bottom circular silos containing grain-like material is based on a rough estimate of the inertial force imposed on the structure by the ensiled content during an earthquake: 80% of the mass of the content multiplied by the peak ground acceleration. A recent analytical consideration of the horizontal shear force mobilised within the ensiled material during an earthquake proposed by some of the authors has resulted in a radically reduced estimate of this load suggesting that, in practice, the effective mass of the content is significantly less than that specified. This paper describes a series of laboratory tests that featured shaking table and a silo model, which were conducted in order to obtain some experimental data to verify the proposed theoretical formulations and to compare with the established code provisions. Several tests have been performed with different heights of ensiled material – about 0.5 mm diameter Ballotini glass – and different magnitudes of grain–wall friction. The results indicate that in all cases, the effective mass is indeed lower than the Eurocode specification, suggesting that the specification is overly conservative, and that the wall–grain friction coefficient strongly affects the overturning moment at the silo base. At peak ground accelerations up to around 0.35 g, the proposed analytical formulation provides an improved estimate of the inertial force imposed on such structures by their contents.The authors acknowledge the financial support received from the European Community's Seventh Framework Program [FP7/2007-2013] under grant agreement n° 227887 for the SERIES Project (ASESGRAM project: “Assessment of the seismic behaviour of flat-bottom silos containing grain-like materials”)
Reglamento de la Sociedad de Caridad de Señoras establecida en la ciudad de Santa Cruz de Tenerife y de su Junta directiva aprobado por el Exmo. Sr. Gobernador Civil de la Provincia Joaquin Ravenet
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