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Gesture Recognition
"... Introduction A primary goal of virtual environments is to support natural, efficient, powerful, and flexible interaction. If the interaction technology is overly obtrusive, awkward, or constraining, the user's experience with the synthetic environment is severely degraded. If the interaction itself ..."
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Cited by 2223 (28 self)
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Introduction A primary goal of virtual environments is to support natural, efficient, powerful, and flexible interaction. If the interaction technology is overly obtrusive, awkward, or constraining, the user's experience with the synthetic environment is severely degraded. If the interaction itself draws attention to the technology, rather than the task at hand, or imposes a high cognitive load on the user, it becomes a burden and an obstacle to a successful virtual environment experience. The traditional two-dimensional, keyboard- and mouse-oriented graphical user interface (GUI) is not well-suited for virtual environments. Instead, synthetic environments provide the opportunity to utilize several different sensing modalities and technologies and integrate them into the user experience. Devices which sense body position and orientation, direction of gaze, speech and sound, facial expression, galvanic skin response, and other aspects of human behavior or state can be used to mediate c
Interruption of People in Human-Computer Interaction: A General Unifying Definition of Human Interruption and Taxonomy
, 1997
"... User-interruption in human-computer interaction (HCI) is an increasingly important problem. Many of the useful advances in intelligent and multitasking computer systems have the significant side effect of greatly increasing user-interruption. This previously innocuous HCI problem has become critical ..."
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Cited by 101 (3 self)
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User-interruption in human-computer interaction (HCI) is an increasingly important problem. Many of the useful advances in intelligent and multitasking computer systems have the significant side effect of greatly increasing user-interruption. This previously innocuous HCI problem has become critical to the successful function of many kinds of modern computer systems. Unfortunately, no HCI design guidelines exist for solving this problem. In fact, theoretical tools do not yet exist for investigating the HCI problem of user-interruption in a comprehensive and generalizable way. This report asserts that a single unifying definition of user-interruption and the accompanying practical taxonomy would be useful theoretical tools for driving effective investigation of this crucial HCI problem. These theoretical tools are constructed here. A comprehensive analysis is conducted through the existing literature. Theoretical constructs from several relevant but diverse fields are identified and discussed. A unifying definition of user-interruption is synthesized. This new definition is supported with an array of postulates, assertions, and a taxonomy of human interruption to facilitate its practical application.
Embodied Agents for Multi-party Dialogue in Immersive Virtual Worlds
, 2001
"... We present a model of dialogue for embodied virtual agents that can communicate with multiple (human and virtual) agents in a multi-modal setting, including face-to-face spoken and nonverbal, as well as radio interaction, spanning multiple conversations in support of an extended complex task. ..."
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Cited by 76 (13 self)
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We present a model of dialogue for embodied virtual agents that can communicate with multiple (human and virtual) agents in a multi-modal setting, including face-to-face spoken and nonverbal, as well as radio interaction, spanning multiple conversations in support of an extended complex task.
Nudge Nudge Wink Wink: Elements of Face-to-Face Conversation for Embodied Conversational Agents
"... Only humans communicate using language and carry on conversations with one another. And the skills of conversation have developed in humans in such a way as to exploit all of the unique affordances of the human body. We make complex representational gestures with our prehensile hands, gaze away an ..."
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Cited by 71 (1 self)
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Only humans communicate using language and carry on conversations with one another. And the skills of conversation have developed in humans in such a way as to exploit all of the unique affordances of the human body. We make complex representational gestures with our prehensile hands, gaze away and towards one another out of the corners of our centrally set eyes, and use the pitch and melody of our voices to emphasize and clarify what we are saying. Perhaps because conversation is so defining of humanness and human interaction, the metaphor of face-to-face conversation has been applied to human-computer interface design for quite some time. One of the early arguments for the utility of this metaphor gave a list of features of face-to-face conversation that could be applied fruitfully to human-computer interaction, including mixed initiative, nonverbal communication, sense of presence, rules for transfer of control (Nickerson 1976). However, although these feature
A Semantics of Contrast and Information Structure for Specifying Intonation in Spoken Language Generation
, 1996
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Task-Oriented Collaboration with Embodied Agents in Virtual Worlds
, 2000
"... We are working toward animated agents that can collaborate with human students in virtual worlds. The agent's objective is to help students learn to perform physical, procedural tasks, such as operating and maintaining equipment. Like most of the previous research on task-oriented dialogues, the a ..."
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Cited by 64 (13 self)
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We are working toward animated agents that can collaborate with human students in virtual worlds. The agent's objective is to help students learn to perform physical, procedural tasks, such as operating and maintaining equipment. Like most of the previous research on task-oriented dialogues, the agent (computer) serves as an expert that can provide guidance to a human novice. Research on such dialogues dates back more than twenty years (Deutsch 1974), and the subject remains an active research area (Allen et al. 1996; Lochbaum 1994; Walker 1996). However, most of that research has focused solely on verbal dialogues, even though the earliest studies clearly showed the ubiquity of nonverbal communication in human task-oriented dialogues (Deutsch 1974). To allow a wider variety of interactions among agents and human students, we use virtual reality (Durlach and Mavor 1995); agents and students cohabit a threedimensional, interactive, simulated mock-up of the student'
A Framework For Gesture Generation And Interpretation
- Computer Vision in Human-Machine Interaction
"... this paper I describe ongoing research that seeks to provide a common framework for the generation and interpretation of spontaneous gesture in the context of speech. I present a testbed for this framework in the form of a program that generates speech, gesture, and facial expression from underlying ..."
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Cited by 48 (3 self)
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this paper I describe ongoing research that seeks to provide a common framework for the generation and interpretation of spontaneous gesture in the context of speech. I present a testbed for this framework in the form of a program that generates speech, gesture, and facial expression from underlying rules specifying (a) what speech and gesture are generated on the basis of a given communicative intent, (b) how communicative intent is distributed across communicative modalities, and (c) where one can expect to find gestures with respect to the other communicative acts. Finally, I describe a system that has the capacity to interpret communicative facial, gestural, intonational, and verbal behaviors. I am addressing in this paper one very particular use of the term "gesture" -- that is, hand gestures that co-occur with spoken language. Why such a narrow focus, given that so much of the work on gesture in the human-computer interface community has focused on gestures as their own language -- gestures that might replace the keyboard or mouse or speech as an direct command language? Because I don't believe that everyday human users have any more experience with, or natural affinity for, a "gestural language" than they have with DOS commands. We have plenty of experience with actions, and the manipulation of
Non-verbal cues for discourse structure
- In Proc. of ACL
, 2001
"... This paper addresses the issue of designing embodied conversational agents that exhibit appropriate posture shifts during dialogues with human users. Previous research has noted the importance of hand gestures, eye gaze and head nods in conversations between embodied agents and humans. We present an ..."
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Cited by 34 (3 self)
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This paper addresses the issue of designing embodied conversational agents that exhibit appropriate posture shifts during dialogues with human users. Previous research has noted the importance of hand gestures, eye gaze and head nods in conversations between embodied agents and humans. We present an analysis of human monologues and dialogues that suggests that postural shifts can be predicted as a function of discourse state in monologues, and discourse and conversation state in dialogues. On the basis of these findings, we have implemented an embodied conversational agent that uses Collagen in such a way as to generate postural shifts. 1.
Distribution of Semantic Features Across Speech & Gesture by Humans and Machines
- Proceedings of the Workshop on the Integration of Gesture in Language and
, 1996
"... this paper, we present data from a preliminary experiment designed to collect information on the form of gestures with respect to the meaning of speech. We then present an architecture that allows us to automatically generate the form of gestures along with speech with intonation. Although certainly ..."
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Cited by 20 (5 self)
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this paper, we present data from a preliminary experiment designed to collect information on the form of gestures with respect to the meaning of speech. We then present an architecture that allows us to automatically generate the form of gestures along with speech with intonation. Although certainly one of our goals is to build a system capable of sustaining interaction with a human user, another of our goals is to model human behavior, and so we try at each stage to build a system based on our own research, and the research of others, concerning human behavior. Thus, the generation is carried out in such a way that one single underlying representation is responsible for the generation of discourse-structure-sensitive intonation, lexical choice, and the form of gestures. At the sentence planning stage, each of those modalities can influence the others so that we find the form of gestures having an effect on intonational prominence. It should be noted that, in the spirit of a workshop paper, we have left obvious the ragged edges in our ongoing work, hoping to thereby elicit feedback from other participants.
Linguistic Issues in Facial Animation
- Computer Animation '91
, 1991
"... Our goal is to build a system of 3D animation of facial expressions of emotion correlated with the intonation of the voice. Up till now, the existing systems did not take into account the link between these two features. We will look at the rules that control these relations (intonation/emotions and ..."
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Cited by 17 (9 self)
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Our goal is to build a system of 3D animation of facial expressions of emotion correlated with the intonation of the voice. Up till now, the existing systems did not take into account the link between these two features. We will look at the rules that control these relations (intonation/emotions and facial expressions/emotions) as well as the coordination of these various modes of expressions. Given an utterance, we consider how the messages (what is new/old information in the given context) transmitted through the choice of accents and their placement, are conveyed through the face. The facial model integrates the action of each muscle or group of muscles as well as the propagation of the muscles' movement. Our first step will be to enumerate and to differentiate facial movements linked to emotions as opposed to those linked to conversation. Then, we will examine what the rules are that drive them and how their different functions interact. Key words: facial animation, emotion, intona...

