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29
Synthesizing animations of human manipulation tasks
- ACM. Trans. on Graphics
, 2004
"... Even such simple tasks as placing a box on a shelf are difficult to animate, because the animator must carefully position the character to satisfy geometric and balance constraints while creating motion to perform the task with a natural-looking style. In this paper, we explore an approach for anima ..."
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Cited by 59 (8 self)
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Even such simple tasks as placing a box on a shelf are difficult to animate, because the animator must carefully position the character to satisfy geometric and balance constraints while creating motion to perform the task with a natural-looking style. In this paper, we explore an approach for animating characters manipulating objects that combines the power of path planning with the domain knowledge inherent in data-driven, constraint-based inverse kinematics. A path planner is used to find a motion for the object such that the corresponding poses of the character satisfy geometric, kinematic, and posture constraints. The inverse kinematics computation of the character’s pose resolves redundancy by biasing the solution toward natural-looking poses extracted from a database of captured motions. Having this database greatly helps to increase the quality of the output motion. The computed path is converted to a motion trajectory using a model of the velocity profile. We demonstrate the effectiveness of the algorithm by generating animations across a wide range of scenarios that cover variations in the geometric, kinematic, and dynamic models of the character, the manipulated object, and obstacles in the scene.
Automatic determination of facial muscle activations from sparse motion capture marker data
- ACM TRANS. GRAPH. (SIGGRAPH PROC
, 2005
"... We built an anatomically accurate model of facial musculature, passive tissue and underlying skeletal structure using volumetric data acquired from a living male subject. The tissues are endowed with a highly nonlinear constitutive model including controllable anisotropic muscle activations based on ..."
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Cited by 46 (6 self)
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We built an anatomically accurate model of facial musculature, passive tissue and underlying skeletal structure using volumetric data acquired from a living male subject. The tissues are endowed with a highly nonlinear constitutive model including controllable anisotropic muscle activations based on fiber directions. Detailed models of this sort can be difficult to animate requiring complex coordinated stimulation of the underlying musculature. We propose a solution to this problem automatically determining muscle activations that track a sparse set of surface landmarks, e.g. acquired from motion capture marker data. Since the resulting animation is obtained via a three dimensional nonlinear finite element method, we obtain visually plausible and anatomically correct deformations with spatial and temporal coherence that provides robustness against outliers in the motion capture data. Moreover, the obtained muscle activations can be used in a robust simulation framework including contact and collision of the face with external objects.
Speaking with Hands: Creating Animated Conversational Characters from Recordings of Human Performance
, 2004
"... We describe a method for using a database of recorded speech and captured motion to create an animated conversational character. People's utterances are composed of short, clearly-delimited phrases; in each phrase, gesture and speech go together meaningfully and synchronize at a common point of maxi ..."
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Cited by 32 (2 self)
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We describe a method for using a database of recorded speech and captured motion to create an animated conversational character. People's utterances are composed of short, clearly-delimited phrases; in each phrase, gesture and speech go together meaningfully and synchronize at a common point of maximum emphasis. We develop tools for collecting and managing performance data that exploit this structure. The tools help create scripts for performers, help annotate and segment performance data, and structure specific messages for characters to use within application contexts. Our animations then reproduce this structure. They recombine motion samples with new speech samples to recreate coherent phrases, and blend segments of speech and motion together phraseby -phrase into extended utterances. By framing problems for utterance generation and synthesis so that they can draw closely on a talented performance, our techniques support the rapid construction of animated characters with rich and appropriate expression.
The Impact of Avatar Realism and Eye Gaze Control on Perceived Quality of Communication in a Shared Immersive Virtual Environment
, 2003
"... This paper presents an experiment designed to investigate the impact of visual and behavioral realism in avatars on perceived quality of communication in an immersive virtual environment. ..."
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Cited by 28 (4 self)
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This paper presents an experiment designed to investigate the impact of visual and behavioral realism in avatars on perceived quality of communication in an immersive virtual environment.
Realistic avatar eye and head animation using a neurobiological model of visual attention
- Proc. SPIE
, 2003
"... We describe a neurobiological model of visual attention and eye/head movements in primates, and its application to the automatic animation of a realistic virtual human head watching an unconstrained variety of visual inputs. The bottom-up (image-based) attention model is based on the known neurophys ..."
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Cited by 23 (9 self)
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We describe a neurobiological model of visual attention and eye/head movements in primates, and its application to the automatic animation of a realistic virtual human head watching an unconstrained variety of visual inputs. The bottom-up (image-based) attention model is based on the known neurophysiology of visual processing along the occipito-parietal pathway of the primate brain, while the eye/head movement model is derived from recordings in freely behaving Rhesus monkeys. The system is successful at autonomously saccading towards and tracking salient targets in a variety of video clips, including synthetic stimuli, real outdoors scenes and gaming console outputs. The resulting virtual human eye/head animation yields realistic rendering of the simulation results, both suggesting applicability of this approach to avatar animation and reinforcing the plausibility of the neural model. 1.
Latent-Dynamic Discriminative Models for Continuous Gesture Recognition
"... Many problems in vision involve the prediction of a class label for each frame in an unsegmented sequence. In this paper, we develop a discriminative framework for simultaneous sequence segmentation and labeling which can capture both intrinsic and extrinsic class dynamics. Our approach incorporates ..."
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Cited by 18 (0 self)
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Many problems in vision involve the prediction of a class label for each frame in an unsegmented sequence. In this paper, we develop a discriminative framework for simultaneous sequence segmentation and labeling which can capture both intrinsic and extrinsic class dynamics. Our approach incorporates hidden state variables which model the sub-structure of a class sequence and learn dynamics between class labels. Each class label has a disjoint set of associated hidden states, which enables efficient training and inference in our model. We evaluated our method on the task of recognizing human gestures from unsegmented video streams and performed experiments on three different datasets of head and eye gestures. Our results demonstrate that our model compares favorably to Support Vector Machines, Hidden Markov Models, and Conditional Random Fields on visual gesture recognition tasks.
Where do they look? Gaze behaviors of multiple users interacting with an embodied conversational agent
- In: Proceedings of International Conference on Intelligent Agents (IVA-05), LNCS (LNAI
, 2005
"... Abstract. In this paper, we describe an experiment we conducted to determine the user’s level of engagement in a multi-party scenario consisting of human and synthetic interlocutors. In particular, we were interested in the question of whether humans accept a synthetic agent as a genuine conversatio ..."
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Cited by 10 (3 self)
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Abstract. In this paper, we describe an experiment we conducted to determine the user’s level of engagement in a multi-party scenario consisting of human and synthetic interlocutors. In particular, we were interested in the question of whether humans accept a synthetic agent as a genuine conversational partner that is worthy of being attended to in the same way as the human interlocutors. We concentrated on gaze behaviors as one of the most important predictors of conversational attention. Surprisingly, humans paid more attention to an agent that talked to them than to a human conversational partner. No such effect was observed in the reciprocal case, namely when humans addressed an agent as opposed to a human interlocutor. 1
Expressive speech-driven facial animation
- ACM Trans. on Graph
, 2005
"... Speech-driven facial motion synthesis is a well explored research topic. However, little has been done to model expressive visual behavior during speech. We address this issue using a machine learning approach that relies on a database of speech related high-fidelity facial motions. From this traini ..."
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Cited by 8 (0 self)
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Speech-driven facial motion synthesis is a well explored research topic. However, little has been done to model expressive visual behavior during speech. We address this issue using a machine learning approach that relies on a database of speech related high-fidelity facial motions. From this training set, we derive a generative model of expressive facial motion that incorporates emotion control while maintaining accurate lip-synching. The emotional content of the input speech can be manually specified by the user or automatically extracted from the audio signal using a Support Vector Machine classifier.
P.: Igaze: Studying reactive gaze behavior in semi-immersive human-avatar interactions
"... Abstract. We present IGaze, a semi-immersive human-avatar interaction system. Using head tracking and an illusionistic 3D effect we let users interact with a talking avatar in an application interview scenario. The avatar features reactive gaze behavior that adapts to the user position according to ..."
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Cited by 5 (0 self)
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Abstract. We present IGaze, a semi-immersive human-avatar interaction system. Using head tracking and an illusionistic 3D effect we let users interact with a talking avatar in an application interview scenario. The avatar features reactive gaze behavior that adapts to the user position according to exchangeable gaze strategies. In user studies we showed that two gaze strategies successfully convey the intended impression of dominance/submission and that the 3D effect was positively received. We argue that IGaze is a suitable setup for exploring reactive nonverbal behavior synthesis in human-avatar interactions. 1
S.: “A model of gaze for the purpose of emotional expression in virtual embodied agents
- in AAMAS
, 2008
"... Currently, state of the art virtual agents lack the ability to display emotion as seen in actual humans, or even in hand-animated characters. One reason for the emotional inexpressiveness of virtual agents is the lack of emotionally expressive gaze manner. For virtual agents to express emotion that ..."
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Cited by 3 (2 self)
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Currently, state of the art virtual agents lack the ability to display emotion as seen in actual humans, or even in hand-animated characters. One reason for the emotional inexpressiveness of virtual agents is the lack of emotionally expressive gaze manner. For virtual agents to express emotion that observers can empathize with, they need to generate gaze- including eye, head, and torso movement- to arbitrary targets, while displaying arbitrary emotional states. Our previous work [18] describes the Gaze Warping Transformation, a method of generating emotionally expressive head and torso movement during gaze shifts that is derived from human movement data. Through an evaluation, it was shown that applying different transformations to the same gaze shift could modify the affective state perceived when the transformed gaze shift was viewed by a human

