Controlling Gestures on Avatars

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Presentation transcript:

Controlling Gestures on Avatars Francesca Barrientos with John Canny

Goals 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

Outline Motivation State of the art Issues Research snapshot Solicitation

Motivation Explore capabilities of virtual humans for communication purposes Hard to control a fully articulated human Rendering Network bandwidth Ease of use

Commercial virtual worlds Blaxxun ComicChat Traveler Oz

Typical gesture interface Selecting expressions in The Palace

Example interface Video from VRAIS97 Capin + Pandzic + Thalman + Thalman

Communication interface Thalmann’s

Virtual tennis Thalmann’s

Autonomous behavior Viljamsson

Scripted/reactive behaviors Perlin 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

Functions of nonverbal behavior Psychological/Expressive Expression of emotion Construction of utterances Social/Communicative/Interactional Conversational regulators Approval, persuasion, listening Artistic Dance, theater, puppetry

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

Gesture

Mappings

Early prototypes (video) Simple avatars implemented in Impulse Networked application Inverse kinematics mapping Physical simulation Mouse input

Slice of research

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 to fbarr@cs