1,721,007 research outputs found
Bringing the avatar to life : Studies and developments in facial communication for virtual agents and robots
The work presented in this thesis comes in pursuit of the ultimate goal of building spoken and embodied human-like interfaces that are able to interact with humans under human terms. Such interfaces need to employ the subtle, rich and multidimensional signals of communicative and social value that complement the stream of words – signals humans typically use when interacting with each other. The studies presented in the thesis concern facial signals used in spoken communication, and can be divided into two connected groups. The first is targeted towards exploring and verifying models of facial signals that come in synchrony with speech and its intonation. We refer to this as visual-prosody, and as part of visual-prosody, we take prominence as a case study. We show that the use of prosodically relevant gestures in animated faces results in a more expressive and human-like behaviour. We also show that animated faces supported with these gestures result in more intelligible speech which in turn can be used to aid communication, for example in noisy environments. The other group of studies targets facial signals that complement speech. As spoken language is a relatively poor system for the communication of spatial information; since such information is visual in nature. Hence, the use of visual movements of spatial value, such as gaze and head movements, is important for an efficient interaction. The use of such signals is especially important when the interaction between the human and the embodied agent is situated – that is when they share the same physical space, and while this space is taken into account in the interaction. We study the perception, the modelling, and the interaction effects of gaze and head pose in regulating situated and multiparty spoken dialogues in two conditions. The first is the typical case where the animated face is displayed on flat surfaces, and the second where they are displayed on a physical three-dimensional model of a face. The results from the studies show that projecting the animated face onto a face-shaped mask results in an accurate perception of the direction of gaze that is generated by the avatar, and hence can allow for the use of these movements in multiparty spoken dialogue. Driven by these findings, the Furhat back-projected robot head is developed. Furhat employs state-of-the-art facial animation that is projected on a 3D printout of that face, and a neck to allow for head movements. Although the mask in Furhat is static, the fact that the animated face matches the design of the mask results in a physical face that is perceived to “move”. We present studies that show how this technique renders a more intelligible, human-like and expressive face. We further present experiments in which Furhat is used as a tool to investigate properties of facial signals in situated interaction. Furhat is built to study, implement, and verify models of situated and multiparty, multimodal Human-Machine spoken dialogue, a study that requires that the face is physically situated in the interaction environment rather than in a two-dimensional screen. It also has received much interest from several communities, and been showcased at several venues, including a robot exhibition at the London Science Museum. We present an evaluation study of Furhat at the exhibition where it interacted with several thousand persons in a multiparty conversation. The analysis of the data from the setup further shows that Furhat can accurately regulate multiparty interaction using gaze and head movements.QC 20121123</p
Prosodic Disambiguation in Spoken Systems Output
This paper presents work on using prosody in the output of spoken dialogue systems to resolve possible structural ambiguity of output utterances. An algorithm is proposed to discover ambiguous parses of an utterance and to add prosodic disambiguation events to deliver the intended structure. By conducting a pilot experiment, the automatic prosodic grouping applied to ambiguous sentences shows the ability to deliver the intended interpretation of the sentences.</p
Effects of Visual Prominence Cues on Speech Intelligibility
This study reports experimental results on the effect of visual prominence, presented as gestures, on speech intelligibility. 30 acoustically vocoded sentences, permutated into different gestural conditions were presented audio-visually to 12 subjects. The analysis of correct word recognition shows a significant increase in intelligibility when focally-accented (prominent) words are supplemented with head-nods or with eye-brow raise gestures. The paper also examines coupling other acoustic phenomena to brow-raise gestures. As a result, the paper introduces new evidence on the ability of the non-verbal movements in the visual modality to support audio-visual speech perception.</p
Turn-taking Control Using Gaze in Multiparty Human-Computer Dialogue : Effects of 2D and 3D Displays
In a previous experiment we found that the perception of gazefrom an animated agent on a two-dimensional display suffersfrom the Mona Lisa effect, which means that exclusive mutual gaze cannot be established if there is more than one observer. By using a three-dimensional projection surface, this effect can be eliminated. In this study, we investigate whether this difference also holds for the turn-taking behaviour of subjects interacting with the animated agent in a multi-party dialogue. We present a Wizard-of-Oz experiment where five subjects talk toan animated agent in a route direction dialogue. The results show that the subjects to some extent can infer the intended target of the agent’s questions, in spite of the Mona Lisa effect, but that the accuracy of gaze when it comes to selecting an addressee is still significantly lower in the 2D condition, ascompared to the 3D condition. The response time is also significantly longer in the 2D condition, indicating that the inference of intended gaze may require additional cognitive efforts.</p
A novel Skype interface using SynFace for virtual speech reading support
We describe in this paper a support client interface to the IP telephony application Skype. The system uses a variant of SynFace, a real-time speech reading support system using facial animation. The new interface is designed for the use by elderly persons, and tailored for use in systems supporting touch screens. The SynFace real-time facial animation system has previously shown ability to enhance speech comprehension for the hearing impaired persons. In this study weemploy at-home field studies on five subjects in the EU project MonAMI. We presentinsights from interviews with the test subjects on the advantages of the system, and onthe limitations of such a technology of real-time speech reading to reach the homesof elderly and the hard of hearing.</p
Effects of 2D and 3D Displays on Turn-taking Behavior in Multiparty Human-Computer Dialog
The perception of gaze from an animated agenton a 2D display has been shown to suffer fromthe Mona Lisa effect, which means that exclusive mutual gaze cannot be established if there is more than one observer. In this study, we investigate this effect when it comes to turntaking control in a multi-party human-computerdialog setting, where a 2D display is compared to a 3D projection. The results show that the 2D setting results in longer response times andlower turn-taking accuracy.</p
Spoken Language Identification using Frame Based Entropy Measures
This paper presents a real-time method for Spoken Language Identification based on the entropy of the posterior probabilities of language specific phoneme recognisers. Entropy based discriminant functions computed on short speech segments are used to compare the model fit to a specific set of observations and language identification is performed as a model selection task. The experiments, performed on a closed set of four Germanic languages on the SpeechDat telephone speech recordings, give 95% accuracy of the method for 10 seconds long speech utterances and 99% accuracy for 20 seconds long utterances.</p
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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