What is in this lecture?
• An overview of Virtual characters
• The use of Virtual Characters in VEs
• Basic how to of character animation
• More technical details of animation methods will
be in the Advanced Modelling, Rendering and
Animation course next term
What is in this lecture?
• Virtual characters and realism
– Graphics, animation and behaviour
• Virtual characters in Virtual Environments
– Avatars, agents, interaction and AI
• Character rigging and Animation
– 3DS Max Demo
Highly realistic characters
• There are highly realistic characters, but they can
cause more problems
• Realistic characters existing in stills but less so in
films and not at all in games/VEs
– Not just a computing power issue
• There are a lot of complex issues to deal with
when you have more realistic characters
The Uncanny Valley
• The makers of Princes Fiona
toned down her realism:
– “she was beginning to look tooreal, and the effect was gettingdistinctly unpleasant”
• Final Fantasy
– “it begins to get grotesque.You start to feel like you'repuppeteering a corpse”
Uncanny Valley
• Theory from 70s by Roboticist Masahiro Mori
– Controversial, its not very rigorous or scientific, many
people don’t believe it
– There are problems but it maybe captures something
Uncanny Valley
• At low levels of realism, the more realistic a character the
more people like it (even this is dubious)
• But when you get almost real then characters start to get
disturbing
• This is very strong, the uncanny means very disturbing,
corpses are used a lot as metaphors
• Interestingly, there are 2 graphs, movement and
appearance, movement is more important
Different Levels of Realism
• Graphical Realism
– What it looks like (pictures)
• Movement Realism
– How it moves, animation (film)
• Behavioural Realism
– How it responds and interacts (games/VE)
Mismatch in Realism
• Maybe the problem is that levels of movement and
behavioural realism do not match graphical
realism
• This mismatch disturbs us, something that looks
human but does not act like a human
Appearance vs. Behaviour
Vinayagamoorthy, V., Garau, M., Steed, A., and Slater, M. (2004b). An eye gaze model for dyadic interaction in
an immersive virtual environment: Practice and experience. Computer Graphics Forum, 23(1):1–11.
Appearance vs. Behaviour
• Sparse environment – abandoned building– Minimise visual distraction
– One genderless cartoon form character
– Two gender-matched higher fidelity characters
• Behaviour– Common limb animations and condition-dependent gazeanimations
– Individuals listening in a conversation look at their conversationalpartner for longer periods of time and more often than when theyare talking
• Negotiation task to avoid a scandal - 10 minutes
Appearance vs. Behaviour
3 ! pairs
3 " pairs
3 ! pairs
3 " pairs
Inferred*
gaze
3 ! pairs3 " pairs
3 ! pairs3 " pairs
Random
gaze
Higher –
Fidelity
Cartoon
– Form
App.
Beh.
Garau, M., Slater, M., Vinayagamoorthy, V., Brogni, A., Steed, A., and Sasse, A. M. (2003). The impact of avatar
realism and eye gaze control on the perceived quality of communication in a shared immersive virtual
environment. In Proceedings of SIGCHI, pages 529–536.
Appearance vs. Behaviour
3 ! pairs
3 " pairs
3 ! pairs
3 " pairs
Inferred*
gaze
3 ! pairs3 " pairs
3 ! pairs3 " pairs
Random
gaze
Higher –
Fidelity
Cartoon
– Form
App.
Beh.
Garau, M., Slater, M., Vinayagamoorthy, V., Brogni, A., Steed, A., and Sasse, A. M. (2003). The impact of avatar
realism and eye gaze control on the perceived quality of communication in a shared immersive virtual
environment. In Proceedings of SIGCHI, pages 529–536.
HighLowInferred*
gaze
LowHighRandom
gaze
Higher –
Fidelity
Cartoon
– Form
App.
Beh.
Appearance vs. Behaviour
• In each of the responses, the higher fidelity avatar had ahigher response with the inferred-gaze model
• And a low response with the random-gaze model– Important to note that the differences between both the gaze modelswere very subtle
• Saccadic velocity and inter-saccadic intervals (means)
• Analysis demonstrated a very strong interaction effectbetween the type of avatar and the fidelity of the gazemodel– The higher-fidelity avatar did not outperform the cartoon-form avatar
– Similar hypothesis in the fields of robotics
Realism vs Believability
• The lesson is that we need to be careful with
realism for virtual humans
• Often we prefer to use the term “Believability”
– Not how much a character is objectively like a human
– How much we feel it is/respond to it as if it is
– Bugs Bunny is very Belivable
• Photorealism is only one element of believability
– But don’t turn into an anti-realism zealot!
Different Levels of Realism
• Graphical Realism
– What it looks like (pictures)
• Movement Realism
– How it moves, animation (film)
• Behavioural Realism
– How it responds and interacts (games/VE)
Graphics
• Techniques: Meshes, texture mapping, standard
graphics stuff
• Hand modelling: can be cartoony or highly realistic
• 3D Scanning/phototextures: can have very high
realism
• Rendering Opacity: Subsurface scattering
Graphics
Joao Oliveira (UCL CS)
Scanned body results in huge mesh
which can be rendered at different
resolutions (numbers of polygons)
Facial Animation
• Morph Targets: a number of facial expressions,
each represented by a separate mesh
• Build new facial expressions out of these base
expressions (called Morph Targets)
Behaviour
• More on Graphics and Animation later and in the
Advanced Rendering and Animation Course
• But first, behaviour and how we interact with
characters
Characters in Virtual Environments
• So far we haven’t talked about characters in
virtual environments
• Characters are often key to an environment, the
primary content
• We are interested in people so populated
environments are interesting
Games
• Some games like the Sims have more complex
interactions
• Supposedly, they have important social
interactions
• (To me it seems more about going to the toilet)
Games
• Mario is interesting, he is your representation in
the game
• An avatar
• Can be compared to a cursor, marking your
position, but is clearly something more
• A strong personality, you take on some of his
personality, rather than him just representing you
Multi-user worlds
• Avatars become much more important in multi-
user worlds (the most important feature?)
• They also represent you to other people
• They affect how people perceive you
Immersive VR
• In immersive systems you can interact with life
size, real time character
• This changes the experience again
Avatars and Agents
• Characters in virtual environments fulfill many
roles but there are two primary types
• Avatars
– Representations of you, or other people
– that you control
• Agents
– Others, that you interact with
– Computer Controlled
Interactive Behaviour
• Key to both roles is the interaction with a
character
• Composed of two elements, UI and AI
• “User interface”
– In what ways do we interact with a character?
• “Artificial (Augmented) Intelligence”
– How does the character respond?
– How is it controlled?
Agents
• Many different style of interaction for agents
• Cannon fodder, Non-player Characters, Crowds,
Complex conversational agents
• Many interactions, shooting, moving, conversation
(from dialogue trees to spoken interaction)
Agents - Game NPC
• UI:
– Moving, shooting
– Simple conversation
• AI:
– Finite state machines
– Scripts
– Path Planning
Agents - Embodied Conversational Agents
• UI:
– Speech conversation
– Gestures etc.
• AI:
– Complex conversational
AI methods
Avatars
• Your representation in the VE
• A vital part of multi-user worlds
• A very complex relationship
• A separate identity that to take on (e.g. Mario)
• A new identity that you create for yourself (e.g.
Second Life)
Avatars and Identity
• Most users of virtual worlds use avatars as a
means of identity creation
• Customization is vital
– Appearance, clothes, hair, sometimes animation
• The relationship to real identity is complex
– Have a different appearance, personality, gender
– Explore hidden sides of yourself
– Some people feel their avatar is “More Me” than their
physical self
Avatars as social tools
• Ideally avatars is social VEs should support social
interaction
• Display the bodily functions of communication
(body language)
• However, most avatars in most virtual worlds don’t
• The body movements often exist, but most users
use them unrealistically or often not at all
• Primarily a problem of control
Controlling avatars
• Typed Text
• emoticons
• Buttons, traditional GUI
• Speech
• Full body tracking
Problems with Controlling Avatars
• Two modes of control: at any moment the user mustchoose between either selecting a gesture from a menu ortyping in a piece of text for the character to say. Thismeans the subtle connections and synchronisationsbetween speech and gestures are lost.
• Explicit control of behaviour: the user must consciouslychoose which gesture to perform at a given moment. Asmuch of our expressive behaviour is subconscious theuser will simply not know what the appropriate behaviourto perform at a give time is
[BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]
Problems with Controlling Avatars
• Emotional displays: current systems mostly concentrate ondisplays of emotion whereas Thórisson and Cassell (1998)have shown that envelope displays – subtle gestures andactions that regulate the flow of a dialog and establishmutual focus and attention – are more important inconversation.
• User tracking: direct tracking of a user’s face or body doesnot help as the user resides in a different space from thatof the avatar and so features such as direction of gaze willnot map over appropriately.
[BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]
Solutions
• Always ensure that any control is done through a
single interface (e.g. through text chat)
• BUT….
• The body language of an avatar should be largely
autonomous, and indirectly controlled by users
• Minimize the level of control needed
[BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]
Solutions: Spark
• Text Chat based
environment
• Parse users text
input for interactional
information
• Use this information
to generate
behaviour
Solutions: PIAVCA
User Interaction
Script Database
Motion Queue
Operator
Speech
Generation
Final Animation
GazePosture ShiftsProxemics
Concurrent
Behaviours
Speech
Movements
Multi-model
utterances
Interesting Questions
• If customization is the most important feature foravatars, and avatars need autonomous behaviour,shouldn’t we be able to customize that behaviour?– What kind of tools do we need for an end user to beable to do this?
• If we use real human data to achieve realism ingraphics and animation, can’t we do the same forbehaviour?
Outline
• Why Virtual Human Representations?
• Avatars and Agents
• Representing a Person in a VE
• Forward and Inverse Kinematics, Morphtargets
• Designing Virtual Humans
• Emotion, Personality and Social Intelligence
• Believable behaviour
• Conclusions
Virtual Human Representations
• Useful and interesting applications are with
other people
– Simulation of real events
– Training
– Entertainment
– Shared VEs
• The Others are entirely ‘virtual’
• The Others are entirely ‘real’
– As in shared (networked VEs)
Networked VEs
• Need some representation of the other people inthe shared VE
• Typically called ‘avatars’
• Avatars represent the real tracked person– Spatial representation
• Where they are, what they are looking at
– Behavioural representation• What they are doing
Virtual Humans - Agents
http://www.miralab.unige.ch
Agents are entirely
program controlled rather
than representing an on-line
human.
These are examples from
virtual fashion shows.
Different Aspects
• Graphics
– Polygon meshes, rendering
• Animation
– Skeletal animation, mesh morphing, physical simulation
• Behaviour
Graphics
Joao Oliveira (UCL CS)
Scanned body results in huge mesh
which can be rendered at different
resolutions (numbers of polygons)
Skeletal Animation
• The fundamental aspect of human body motion is
the motion of the skeleton
• The motion of rigid bones linked by rotational
joints (first approximation)
• I will discuss other elements of body motion such
as muscle and fat briefly later
Typical Skeleton
• Circles are rotational jointslines are rigid links (bones)
• The red circle is the root(position and rotation offsetfrom the origin)
• The character is animatedby rotating joints andmoving and rotating theroot
Forward Kinematics (FK)
• The position of a link is calculated by
concatenating rotations and offsets
O0
R0
O1
O2
R1
P2
Forward Kinematics (FK)
• First you choose a position on a link (the end point)
• This position is rotated by the rotation of the joint
above the link
• Translate by the length (offset) of the parent link and
then rotate by its joint. Go up it its parent and iterate
until you get to the root
• Rotate and translate by the root position
Forward Kinematics (FK)
• Simple and efficient
• Come for free in a scene graph architecture
• Difficult to animate with,
– often we want to specify the positions of a characters
hands not the rotations of its joints
• The Inverse Kinematics problem:
– Calculating the required rotations of joints needed to put
a hand (or other body part) in a given position.
Inverse Kinematics
• An number of ways of doing it
• Matrix methods (hard)
• Cyclic Coordinate Descent (CCD)
– A geometric method (secretly matrices underneath)
R1
Pt
R0
O1
O2
Inverse Kinematics
• IK is a very powerful tool
• However, it’s computationally intensive
• IK is generally used in animation tools and for
applying specific constraints
• FK is used for the majority of real time animation
systems
Minimal Tracking for IK in VR
• Badler et al showed a minimal
configuration for IK representing
the movements of a human in VR
– www.cis.upenn.edu/
~hollick/presence/presence.html
• It was shown that 4 sensors are
sufficient to reasonably
reconstruct the approximate body
configuration in real-time.
Representation
• Layered representation
– Skeleton structure forms a
scene graph
– Scene graph embodies a
set of joints
– A mesh overlays the scene
graph
– As the skeletal structure
moves the mesh must
deform appropriately
(otherwise there are holes)
MPEG4 examplehttp://ligwww.epfl.ch/~maurel/Thesis98.html
Facial Animation
• Don’t have a common
underlying structure like a
skeleton
• Faces are generally
animated as meshes of
vertices
• Animate by moving
individual vertices
Morph Targets
• Have a number of facial expressions, each
represented by a separate mesh
• Each of these meshes must have the same
number of vertices as the original mesh but with
different positions
• Build new facial expressions out of these base
expressions (called Morph Targets)
Morph Targets
• Smoothly blend between targets
• Give each target a weight between 0 and 1
• Do a weighted sum of the vertices in all the
targets to get the output mesh
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Using Morph Targets
• Morph targets are a good low level animation
technique
• Also need ways of choosing morph targets
• Could let the animator choose (nothing wrong with
that)
• But there are also more principled ways
Summary
• Virtual human avatars are necessary to represent people tothemselves and in shared VEs.
• Virtual human agents are necessary to represent social situations.
• VHs are represented typically as ‘skinned’ skeletal scene graphs,representing sets of joints.
• Forward kinematics determines overall configuration given jointangles and Inverse kinematics determines joint angles fromrequirements for end-effectors
• Representations typically need to be a mixture based on trackingdata and inferred state.
• Morph targets are a method of mesh deformation often used forfacial animation
• Later will go on to consider more sophisticated models ofbehaviour determination, and also social intelligence.
Believable Behaviour
• For agents the behaviour is completelyprogrammed.
• For avatars the behaviour is ideally completelydetermined by the behaviour of the real trackedhuman.
• In practice the human cannot be fully tracked–typically in VR only head and one handmovements are tracked!
Controlling/Inferring Behaviour
• In practice some elements of avatarbehaviour are programmed nottracked
• E.g., breathing and eye blinking atthe least
• Ideally can use information about‘mood’ to determine aspects of avatarbehaviour.
• Impossible to track every aspect ofthe human’s behaviour so much mustbe inferred and programmed.
• Real avatars are mixed.
Avatar
Agent
Tracking
Programming
Mixture of both
Behaviour
• Autonomously deciding what action to take at a
given time
• Not necessary for film but vital for real time
interaction
• At the interface between Graphics, AI and A-Life
• The subject of the rest of this talk
Behaviour Outline
• An overview of early (land mark) behavioural
simulation techniques
• An overview of social behaviour simulation taking
in
– Control algorithms
– Psychological theories
– How social behaviour is expressed in animation
Craig Reynolds - flocking
• The first behavioural simulation
• Simulates the behaviour of flocks
of birds (boids), schools of fish or
herds of animals
• Extensively used in films and
other applications• “Flocks, herds and schools: a
distributed behavioural model” Craig
Reynolds SIGGRAPH 1987
Craig Reynolds - flocking
• Simulated the behaviour of
flocking birds with three rules:
– Separation
• avoid crowding
– Alignment
• align heading to average of local
flockmates
– Cohension
• head towards average positions of
flockmates
Animals
• Reynolds work lead to an
exploration of animal
behaviour
• Tu and Terzopoulos simulated
fish• Xiaoyuan Tu and Demetri
Terzopoulos, "Artificial
Fishes: Physics, Locomotion,
Perception, Behavior",
SIGGRAPH'94,
Fish
• Homeostatic drives
– A drive to maintain a balance of a certain behavioural feature
– Drives increase when unsatisfied, decrease when satisfied
– Hunger, Libido
• Other drives
– Fear: depends on distance to predator
Similar work: Dogs
• Bruce Blumberg at MIT media lab
• Silas – simulated dog with
homeostatic drives
• Arbitration between drives
• Multi-level control• “Multi-level control of
autonomous creates for real-time
virtual environments” blumberg
and Galyean 1995
The Sims
• Hugely popular game based on
people simulation
• All about homeostatic drives
– Hunger, social, tiredness
– Drives go up while not satisfied
– Objects have a surrounding field
that attracts Sims based on the
drives they satisfied (e.g. fridges
satisfy hunger)
Social Intelligence
• These techniques work well as far as they go but
do not model the complexities of human social
interaction
• Vital if we are to have interesting interactions with
autonomous characters
• Also useful for making our interactions via avatars
closer to real interactions
Designing virtual humans
• GOAL: Represent the Person in VE consistently
– With perceived realism, believability …
• Induce responses to the virtual human
– Inducing realistic/lifelike responses
• Enhancing collaborative experience
• Facilitate social communication and interpersonal
relationships
What responses do you get?
• David
• Not very comfortable with
public speaking
• Asked to speak about his
favourite subject: cables
• Behaviours triggered at
appropriate intervals
• Look at the virtual humans
Pertaub, D.-P., Slater, M., and Barker, C. (2002). An experiment on public speaking anxiety in response to
three different types of virtual audience. Presence: Teleoperators and Virtual Environments, 11(1): 68-78
The Fear of public speaking
• The user was asked to give a presentation thrice
– Positive, Negative and Mixed
• Positive - agents smiled, leaned forward, faced the user,
maintained gaze, clapped hands, etc.
• Negative - agents yawned, slumped forward, put feet on
the table, avoided eye contact, and finally walked out
• Mixed - agents started off with largely negative
responses and gradually turned positive
Realistic responses in VE ?
• Individuals' self-rated performance was positivelycorrelated with the perceived good mood of the agents
• Evidence of a negative response especially strong with thenegatively inclined audience– Sweating and stammering
– Vocal protests at the agent behaviours
• Virtual humans with minimal behavioural-visual fidelity canelicit significant user responses
• Holy grail: Virtual humans with high visual fidelity thatmimic real-life context-appropriate behaviours
Designing behaviour
• Creating apparent social intelligence is challenging
• Have to present behavioural cues to depict a perceived(and plausible) psychological state– Or the near-truth internal state of the Person being represented
• Human behaviour is a very intricate phenomenon– Dependent on many factors
• Extremely difficult to replicate especially if the designprocess is approached in an ad-hoc manner– For instance: In social interactions within VE, the more visually realisticthe virtual human, the more naturalistic users expect it to act
Inferring Behaviour: Animation imitating life
• Emotional models– Controllers of behaviour in accordance to internal states
• Personality models– Creating unique identities
• Conversation-feedback models– Controlling behaviour
• Social models– Interpersonal relationships and attitudes
• ???
Lasseter, J. (1987). Principles of traditional animation applied to 3d computer animation. ACM
SIGGRAPH Computer Graphics, 21(4):35–44.
Emotion
• Integral to expressing the self, understanding others effectively andaccomplishing social goals (both mutual and personal)
• Occur as a combination of the perception of environmental stimuli,neural/hormonal responses to these perceptions (feelings), and thesubjective labelling of these feelings
– Researchers argue that creating emotion is essential to creatingintelligence and reasoning
– Cartoonists maintain that emotional expressions are necessarysubstrates for producing plausible characters
• In VE, Emotions can be useful as a control mechanism forbehaviour and changes in perceived states
Goleman, D. (1996), Emotional Intelligence. Bloomsbury Publishing Plc.
Minsky, M. (1988), The society of mind. Touchstone.
Picard, R. W. (1997), Affective computing. MIT Press.
Emotion research: riddled with issues
• Much confusion and uncertainty about concepts and definitions– Variety of disciplines including philosophers (Plato, 1945), neuroscientists(Damasio, 1995), anthropologists (Darwin, 1872), and social psychologists(Brewer and Hewstone, 2004; Ekman and Davidson, 1994)
• General lack of agreement on what constitutes an emotion– Anger and sadness are accepted as emotions but there is less agreementon moods (irritability, depression), long-term states (love), dispositions(benevolence), motivational feelings (hunger), cognitive feelings(confusion, deja vu) and calm states (satisfaction)
• Emotional states are processes that unfold over time and involvesa variety of components
• Main underlying question is: Are emotions innate, learnt or both?
The existence of Basic/Pure emotions
• Empirical evidence exists– Universality of verbal labels,
– Facial expression patterns and
– Antecedent eliciting situations
– Distinctive physiological responsepatterns for anger, fear, disgust
• Each model proposes its’ ownset of basic emotions
• Six Ekman emotions associatedto facial expressions:– happiness, surprise, disgust, fear,sadness and anger.
– Imbalance between +ve/–ve labels
Ekman, P. (1982). Emotion in the Human Face. Cambridge University Press, New York.
http://mambo.ucsc.edu/psl/ekman.html
Another basic emotion model
• Plutchik’s model contains four
pairs of opposites
• Allows for blends and
emotional intensities but
– not an overlay of opposite
emotions nor
– does it allow for the cognitive
elements
• In Plutchik's view, all emotions
are a combination of these
basic emotions
Plutchik, R. (1980). A general psychoevolutionary theory of emotion, pages 3–33. Emotion: Theory,
research, and experience: Vol. 1. Theories of emotion. Academic Press.
More complex models: OCC
• The OCC model is based on cognitive appraisals and provides awider variety of containers
– 22 groups in the original version (1998). Simpler version (2003) has
– 6 positive categories: joy, hope, relief, pride, gratitude and love;
– 7 negative categories: distress, fear, disappointment, anger and hate.
• The OCC suggests the emotions people experience depend onwhat they focus on in a situation and how they appraise it.
– The focus might be on events, people, or objects.
• The OCC model is used widely to generate emotions in virtualhumans
Ortony, A., Clore, G., and Collins, A. (1988). Cognitive structure of emotions. Cambridge University Press
Ortony. (2003). On making believable emotional agents believable. Trapple, R. P. ed.: Emotions in humans
and artefacts, pp. MIT Press, Cambridge, USA.
Personality
• Personality represents the unique characteristics of an
individual
• Where as emotions are temporally inconsistent,
personalities remain constant
• Personality is not specific to particular events
• An emotion is a brief, focused change in personality
• Personality models in virtual humans help create a sense
of uniqueness to it and acts as a long-term controller
The FIVE factor model
• Five dimensions of personality,
• A normal distribution of scoresalong these dimensions,
• Scores vary continuously withmost people falling in betweenextremes
• Preferences indicated by strengthof score, and
• An emphasis on individualpersonality traits which are stablethrough life,
• A model based on experience,not theory
• My personality relative to otherfemales in the UK between theages of 21 and 40
– Openness (L) 0
– Conscientiousness (A) 40
– Extraversion (H) 78
– Agreeableness (L) 1
– Neuroticism (L) 24
• So I am practical, reasonablyreliable, very social-able,uncompromising and verycomposed
McCrae, R. R. and John, O. P. (1992). An introduction to the five-factor model and its applications. Journal of
Personality, 60:175–215.
The PAD model: emotion and personality
• Mehrabian’s PAD model has 3inter-related dimension– pleasure, arousal and dominance
• Allows for links betweenpersonality and emotions
• Personality would be controlledby how prone you are toexperience each dimension
• Low pleasure, high arousal andhigh dominance would be anger
• Low pleasure, high arousal butlow dominance would be fear
Mehrabian, A. (1980). Basic dimensions for a general psychological theory: Implications for personality, social,
environmental, and developmental studies. Oelgeschlager, Gunn & Hain.
Relationship and Attitude
• How we express our relationship or our
feelings about other people depends
on a number of inter-personal attitude
– Status (dominance/submission)
– Affiliation (liking/closeness)
Gillies and Ballin “A Model of Interpersonal Attitude and Posture Generation” Intelligent Virtual Agents 2003
Conversation feedback
• Face-to-face communication channels can be divided into
two distinct but interrelated categories:
– verbal and nonverbal
• Nonverbal behavioural changes give a tone to the
communication, accent it and sometime overrides the
verbal part
• The recreation of the non-verbal aspect of communication
in CVEs tend to be problematic due to the many functions
Conversation
• Body language (non-verbal communication)facilitates conversation– Gaze gives feedback abouta listeners attention andhelp decide who should talk
– Gesture accompanies andadds to speech
• Multi-modal conversation,integrating speech withnon-verbal communication
Cassell, J., Bickmore, T. W., Billinghurst, M., Campbell, L., Chang, K., Vilhj´almsson, H. H., and Yan,
H. (1999). Embodiment in conversational interfaces: Rea. In Proceedings of SIGCHI, pages 520–527.
Cassell, J., Vilhj´almsson, H. H., and Bickmore, T.W. (2001). Beat: The behaviour expression animation
toolkit. In SIGGRAPH, pages 477–486.
Communicative functions of non-verbal
behaviours
• Emblems: used intentionally and consciously when verbal is notpossible
• Illustrators: tied to speech patterns and often to aid the build upof rapport
– or when the individual is having trouble finding the words
– Culture dependent
• Affect displays: used with less awareness and intentionality todisplay emotional and psychological state
• Regulators: maintain the rhythm and flow of the conversation
• Adaptors: involuntarily provide insight into individuals’ attitudeand anxiety level
Ekman, P. and Friesen, W. V. (1969). The repertoire of nonverbal behaviour: categories, origins, usage
and coding. Semiotica, 1:49–98.
Categories of behavioural cues
• Vocal properties– Tone, Pitch, Loudness…
• Facial expressions– The most studied behavioural cue dueto it’s role in communication
• Gaze behaviour– Probably the most intense socialsignallers
• Kinesics: Posture and Motion– Numerous gestures depending onculture for instance
• Proxemics– Culture and gender dependent
Argyle, M. (1998). Bodily Communication. Methuen & Co Ltd, second edition.
Facial expression
• In reality, 20000 facial expressions exist
• Normally animated by blending “Morph Targets”
• Different granularities of facial expression
– Facial action parameters (most basic units)
• Basic emotions
– Phonemes (mouth shapes for lip-sync)
– Principal component analysis
Gaze
• Normally animatedprocedurally– just rotating the eyesand head
• Very important inconversation andsocial communication
• Also shows attentionand liking
Argyle, M., Ingham, R., Alkema, F., and McCallin, M. (1973). The different functions of gaze. Semiotica,
7:10–32.
Lee, S. P., Badler, N. I., and Badler, J. (2002). Eyes alive. In SIGGRAPH, pages 637–644.
Gesture
• Normally animated by choosing from a library of
gestures
• Very closely associated with speech
– Also back channel gestures by listeners (e.g. head nod)
• Different types of gesture
– E.g. beat, iconic
• Again see Cassell’s work referenced earlier
Posture
• Over 1000 stable postureshave been observed
• Normally animated bychoosing from (or blendingbetween) a library ofgestures
• Associated with attitudeand emotion
• Associated also withinterpersonal attitude
Coulson, M. (2004). Attributing emotion to static body postures: Recognition accuracy, confusions, and
viewpoint dependence. Journal of Nonverbal Behavior, 28(2):117–139.
Perceived and intended expression
• Sets of cues are used to express and perceivedinternal states
• The first issue revolves around the existence of aset of distinct behavioural cues for a specificinternal state caused by a specific stimuli
• The other problem is mapping common attributespresented in the expressed behaviours used withthe same internal state caused by different stimuli
Designing Virtual Humans: Appearance vs.
BehaviourVinayagamoorthy, V., Garau, M., Steed, A., and Slater, M. (2004b). An eye gaze model for dyadic interaction in
an immersive virtual environment: Practice and experience. Computer Graphics Forum, 23(1):1–11.
Designing Virtual Humans: Appearance vs.
Behaviour
• Sparse environment – abandoned building– Minimise visual distraction
– One genderless cartoon form character
– Two gender-matched higher fidelity characters
• Behaviour– Common limb animations and condition-dependent gazeanimations
– Individuals listening in a conversation look at their conversationalpartner for longer periods of time and more often than when theyare talking
• Negotiation task to avoid a scandal - 10 minutes
Designing Virtual Humans: Appearance vs.
Behaviour
3 ! pairs
3 " pairs
3 ! pairs
3 " pairs
Inferred*
gaze
3 ! pairs3 " pairs
3 ! pairs3 " pairs
Random
gaze
Higher –
Fidelity
Cartoon
– Form
App.
Beh.
Garau, M., Slater, M., Vinayagamoorthy, V., Brogni, A., Steed, A., and Sasse, A. M. (2003). The impact of avatar
realism and eye gaze control on the perceived quality of communication in a shared immersive virtual
environment. In Proceedings of SIGCHI, pages 529–536.
HighLowInferred*
gaze
LowHighRandom
gaze
Higher –
Fidelity
Cartoon
– Form
App.
Beh.
Designing Virtual Humans: Appearance vs.
Behaviour
• In each of the responses, the higher fidelity avatar had ahigher response with the inferred-gaze model
• And a low response with the random-gaze model– Important to note that the differences between both the gaze modelswere very subtle
• Saccadic velocity and inter-saccadic intervals (means)
• Analysis demonstrated a very strong interaction effectbetween the type of avatar and the fidelity of the gazemodel– The higher-fidelity avatar did not outperform the cartoon-form avatar
– Similar hypothesis in the fields of robotics
Measuring Success
• So the careful design of behaviour is important but thereare caveats
• Success of a VE is measured in terms of the extent towhich sensory data projected within a virtual environmentreplaces the sensory data from the physical world– quantified by rating the individuals’ sense of presence during theexperience
• For Virtual Humans: Success is taken as the extent towhich participants act and respond to the agents as if theywere real– Subjective: Questionnaires, Interviews
– Objective: Physiological, Behavioural
Subjective means
• Traditional methods: Questionnaires andinterviews– Various questionnaires exist
– http://www.presence-research.org
• Criticised due to its various dependencies– the individual’s accurate post-hoc recall,
– processing and rationalisations of their experience inthe VE and
– Varying interpretations of the word ‘presence’
Objective: Responses to stimuli
• Numerous possible objective measures– Subconscious responses
• Threat-related facial cues provokes individuals to use different viewing strategies
– Neural responses• Different areas of the brain are activated during +ve, -ve and neutral situations
– Psychological responses• Stress and Anxiety in response to threat
– Physiological responses• Galvanic Skin Responses, Heart Rate Variability, electrocardiograms,electromyography, Respiratory activity
– Behavioural responses• Flight or Fight (based on cognitive appraisal)
• Vary based on cognitive factors, personality, emotional state, genderetc.– How do we interpret the data and results?
Conclusion
• Virtual human agents are necessary to represent social
situations
• Social intelligence is rather difficult to capture
• Emotional, personality and interpersonal models
• The design of behaviours should be implemented with
consideration to many other factors
• Current Research focus on quantifying the successful
creation of Virtual Humans using objective measures