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Gesture Generation by Imitation - From Human Behavior to Computer Character Animation (Paperback, Annotated edition)
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Gesture Generation by Imitation - From Human Behavior to Computer Character Animation (Paperback, Annotated edition)
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In an effort to extend traditional human-computer interfaces
research has introduced embodied agents to utilize the modalities
of everyday human-human communication, like facial expression,
gestures and body postures. However, giving computer agents a
human-like body introduces new challenges. Since human users are
very sensitive and critical concerning bodily behavior the agents
must act naturally and individually in order to be believable. This
dissertation focuses on conversational gestures. It shows how to
generate conversational gestures for an animated embodied agent
based on annotated text input. The central idea is to imitate the
gestural behavior of a human individual. Using TV show recordings
as empirical data, gestural key parameters are extracted for the
generation of natural and individual gestures. The gesture
generation task is solved in three stages: observation, modeling
and generation. For each stage, a software module was developed.
For observation, the video annotation research tool ANVIL was
created. It allows the efficient transcription of gesture, speech
and other modalities on multiple layers. ANVIL is
application-independent by allowing users to define their own
annotation schemes, it provides various import/export facilities
and it is extensible via its plug-in interface. Therefore, the tool
is suitable for a wide variety of research fields. For this work,
selected clips of the TV talk show Das Literarische Quartett'' were
transcribed and analyzed, arriving at a total of 1,056 gestures.
For the modeling stage, the NOVALIS module was created to compute
individual gesture profiles from these transcriptions with
statistical methods. A gesture profile models theaspects
handedness, timing and function of gestures for a single human
individual using estimated conditional probabilities. The profiles
are based on a shared lexicon of 68 gestures, assembled from the
data. Finally, for generation, the NOVA generator was devised to
create gestures based on gesture profiles in an
overgenerate-and-filter approach. Annotated text input is processed
in a graph-based representation in multiple stages where semantic
data is added, the location of potential gestures is determined by
heuristic rules, and gestures are added and filtered based on a
gesture profile. NOVA outputs a linear, player-independent action
script in XML.
General
Imprint: |
Dissertation.Com. - Do Not Use
|
Country of origin: |
United States |
Release date: |
2005 |
First published: |
2005 |
Authors: |
Michael Kipp
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Dimensions: |
246 x 189 x 15mm (L x W x T) |
Format: |
Paperback - Trade
|
Pages: |
280 |
Edition: |
Annotated edition |
ISBN-13: |
978-1-58112-255-8 |
Categories: |
Books >
Computing & IT >
General theory of computing >
General
Promotions
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LSN: |
1-58112-255-1 |
Barcode: |
9781581122558 |
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