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Develop an interface for controlling nonverbal expressions on avatar bodies, focusing on lifelike motion quality and ease of use. Explore virtual humans' communication capabilities, addressing psychological and social aspects. Evaluate expressiveness and interaction in avatar gestures.
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Controlling Gestures on Avatars Francesca Barrientos with John Canny
Develop a simple interface for controlling nonverbal expression (gesture) on avatar bodies Application: most likely a collaborative work tool Audio 3D interactive graphics on regular screen Desktop input devices Multi-user, networked Goals
Motivation State of the art Issues Research snapshot Solicitation Outline
Explore capabilities of virtual humans for communication purposes Hard to control a fully articulated human Rendering Network bandwidth Ease of use Motivation
Blaxxun Commercial virtual worlds ComicChat Traveler Oz
Selecting expressions in The Palace Typical gesture interface
Example interface Video from VRAIS97 Capin + Pandzic + Thalman + Thalman
Thalmann’s Communication interface
Virtual tennis • Thalmann’s
Viljamsson Autonomous behavior
Perlin Scripted/reactive behaviors Random noise adds life
How our goals differ • Continuous manual control • Non-obtrusive input interface • Avatar movement is an extension of human’s movements • Lifelike motion quality
Issues • Understanding nonverbal behavior • Design of controls • Domain • Evaluation
Psychological/Expressive Expression of emotion Construction of utterances Social/Communicative/Interactional Conversational regulators Approval, persuasion, listening Artistic Dance, theater, puppetry Functions of nonverbal behavior
Nonverbal communication types • Proxemics • Kinesics • Context • Facial expression • Gaze • Paralinguistic • ...
Controls & Interface • Gesture designs • Kinematic mappings from input device motion to avatar movements • Interface to select among mappings • Dynamics behavior for lifelike motion
Early prototypes (video) • Simple avatars implemented in Impulse • Networked application • Inverse kinematics mapping • Physical simulation • Mouse input
Domain provides context • Design discussions • Architecture • Industrial design • Theater • Storyline and characters provide context • Other applications?
Evaluation • Expressive emphasis means evaluating ease of use and expressive satisfaction • Communicative emphasis means evaluating interaction • Motion quality: Realism and Believability
Summary • Goals of this project • State of the art in avatar gesturing • Study of non-verbal behavior • Technical issues in gesture control • Future plans
Solicitations • Descriptive title for project • Ideas for domain • Thoughts on evaluation • Anything else tofbarr@cs