Chapter 7. BEAT: the Behavior Expression Animation Toolkit - PowerPoint PPT Presentation

About This Presentation
Title:

Chapter 7. BEAT: the Behavior Expression Animation Toolkit

Description:

Control the movement of the hands, arms and face, and the intonation of the voice ... Not only use words but also intonation, hand gestures, facial displays, eye gaze, ... – PowerPoint PPT presentation

Number of Views:331
Avg rating:3.0/5.0
Slides: 18
Provided by: offi129
Category:

less

Transcript and Presenter's Notes

Title: Chapter 7. BEAT: the Behavior Expression Animation Toolkit


1
Chapter 7.BEAT the Behavior Expression
Animation Toolkit
  • Soft computing Laboratory
  • Yonsei University
  • October 27, 2004

2
Outline
  • Introduction
  • Conversational behavior
  • Related work
  • System
  • Knowledge base
  • Language tagging
  • Behavior suggestion
  • Behavior selection
  • Behavior scheduling and animation
  • Extensibility
  • Example animation
  • Conclusion

3
Introduction
  • Association between speech and other
    communicative behaviors
  • Poses particular challenges to procedural
    character animation techniques
  • Voice is called for
  • Issues of synchronization and appropriateness
    render disfluent otherwise more than adequate
    techniques
  • BEAT
  • Allows one to animate a human-like body using
    just text as input
  • Uses linguistic and contextual information
    contained in the text
  • Control the movement of the hands, arms and face,
    and the intonation of the voice

4
Conversational behavior
  • To communicate with one another
  • Not only use words but also intonation, hand
    gestures, facial displays, eye gaze, head
    movements and body posture
  • Co-occurrence of behaviors is almost equally
    important
  • Communicative intention and the timing of all of
    them are based on the most essential
    communicative activity
  • When people tried to tell a story without words,
    their gestures demonstrated entirely different
    shape and meaning characteristics as compared to
    when the gestures accompanied speech

5
Related work
  • Until the mid-1980s or so
  • Manually enter the phonetic script that would
    result in lip-synhing of a facial model to speech
  • Today
  • Automatically extract visemes from typed text in
    order to synchronize lip shapes to synthesized or
    recorded speech
  • There have been a smaller number of attempts to
    synthesize human behaviors specifically in the
    context of communicative acts
  • Synthesis of animated communicative behavior
    started from
  • Underlying computation-heavy intention to
    communicate ? computational heavy
  • Set of natural language instructions ? do not
    guide its speech
  • State machine specifying whether or not the
    avatar or human participant was speaking

6
BEAT
System
  • Goal
  • Input is a typed script
  • Output is automatically produced appropriate
    nonverbal behavior synchronized with speech
  • Approach
  • Analyze the text for certain linguistic features
  • Generate nonverbal behavior based on those
    features, knowledge bases and research into human
    conversational behavior
  • Compile the behaviors and schedule them to be
    animated in synchrony with speech

7
BEAT system architecture
System
8
XML trees passed among modules
System
9
Knowledge base
System
  • Knowledge base
  • Adds some basic knowledge about the world to what
    we can understand from the text itself
  • Allows us
  • draw inferences from the typed text
  • Specify the kinds of gestures that should
    illustrate it and the kinds of places where
    emphasis should be created
  • Common gestures include
  • Beat, deictic and contrast gesture
  • Gestures are added to the database by the
    animator

10
Language tagging
System
  • Language module
  • Responsible for annotating input text with the
    linguistic and contextual information
  • Allows successful nonverbal behavior assignment
    and scheduling
  • Automatically recognizes and tags units in the
    text typed by the user
  • Language tags
  • Clause
  • Theme and rheme
  • Word newness
  • Contrast
  • Objects and actions

11
Behavior suggestion
System
  • Behavior suggestion module
  • Operates on the XML trees produced by the
    Language Tagging module
  • Behavior suggestions are specified with
  • Tree node, priority, required animation
    degrees-of-freedom, and any specific information
    needed to render them
  • Current set of behavior generators implemented in
    the toolkit
  • Beat gesture generator
  • Surprising feature iconic gesture generator
  • Action iconic gesture generator
  • Contrast gesture generator
  • Eyebrow flash generator
  • Gaze generator
  • Intonation generator

12
Behavior selection
System
  • Behavior selection module
  • Analyzes the tree that contains many, potentially
    incompatible, gesture suggestions
  • Reduces these suggestions down to the set that
    will actually be used in the animation
  • Conflict resolution filter
  • Detects all nonverbal behavior suggestion
    conflicts
  • Resolves the conflicts by deleting the
    suggestions with lower priorities
  • Priority threshold filter
  • Removes all behavior suggestions whose priority
    falls below a user-specified threshold

13
Behavior scheduling and animation
System
  • Two ways to achieve synchronization between
    character animation subsystem and a subsystem for
    producing the characters speech
  • To obtain estimates of word and phoneme timings
    and construct an animation schedule prior to
    execution
  • To assume the availability of real-time events
    from a TTS engine and compile a set of
    event-triggered rules to govern the generation of
    the nonverbal behavior

14
Extensibility
System
  • Collaborating with Alias/Wavefront to integrate
  • BEAT with Maya
  • Designed to be extensible in several significant
    ways
  • New entries can easily be made in the knowledge
    base to add new hand gestures to correspond to
    domain object features and actions
  • The range of nonverbal behaviors and the
    strategies for generating them can easily be
    modified by defining new behavior suggestion
    generators
  • Entire modules can be easily re-implemented
    simply by adhering to the XML interfaces

15
First example
Example Animation
  • You just have to type in some text, and the
    actor is able to talk and gesture by itself

16
Second example
Example Animation
  • I dont know if this is a good thing or a bad
    thing

17
Conclusion
  • BEAT
  • Flexible platform for procedural character
    animation of nonverbal conversational behaviors
    synchronized with speech
  • It's Not What You Say, But How You Say It
  • Future work
  • More complete coverage of conversational behavior
  • Extending to multiple characters
  • Extending to additional animation systems
  • Speed
Write a Comment
User Comments (0)
About PowerShow.com