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1. Animated Speech Therapist for Individuals with Parkinson Disease
Loris avatar
3D ANIMATED THRAPIST TECHNIQUES
HEAD ANIMATION
Visible speech
Visible speech is produced by morphing
between viseme targets.
Facial expression
To generate a large number of facial expressions, we enable independent control of separate facial components.
Facial expression is controlled by 38 parameters using
sliders in a dialog box.
Head gesture
Three types of head movements have been designed: head turning, head nodding and circular head movement
Eye gesture
Eye blink control and eye ball movement control, including
circular eye ball movement.
Smoothing facial expressions
Three types of smoothing algorithms were designed to meet this requirement
(1) An easy in or easy out algorithm, used to control animation speeds at different times so that the animation is
more realistic;
(2) Kochanek-Bartels cubic splines, in which three parameters such as tension, continuity and bias are used to
produce smooth motion;
(3) B-Splines.
BODY ANIMATION
A parameter driven skeleton/bone model is used to
generate lifelike gestures.
The skeleton/bones are considered as rigid objects. Each bone is driven by the specific joints' rotation parameters
referenced by the three rotating axes.
The movement of the skeleton/bone is controlled by the
pre-defined rotation parameters set for each joint.
Skeleton/bone structure
Multi-level gesture description module
Multi-level gesture description module has a three-level
structure.
The first level, the hand shape transcriber, is used to build
the hand shape data.
The second level, the sign transcriber, relies on the hand shape database and allows users to specify the location and
motion of the two (left and right) arms.