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The Invisible Person

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Title: The Invisible Person


1
Towards engagingfull-body interaction

P.Petta1, A.Staller1, R.Trappl1,2, S.Mantler3,
T.Psik3, Z.Szalavári3, M.Gervautz3 HCI99
1Austrian Research Institute for Artificial
Intelligence Beliefs/Emotions in
2Dept.Med.Cybernetics Artificial Intelligence,
Univ.of Vienna Adaptive Interface Design
3Inst.of Computer Graphics, Vienna Univ. of
Technology
2
Summary
  • principled background
  • appraisal theory emotions as (grounded) process
  • threefold use of emotions
  • for uptake of stimuli
  • for selection of action
  • for expressive behaviour
  • implementation
  • appraisal integrated into thetrionic agent
    control architecture model
  • radically simple scenario

3
Principled background appraisal theory
  • the Emotional asconcern satisfaction process
  • Concernscuriosity, familiarity,
    well-functioning, exercising, control,
    attachment,
  • Appraisalsmediate between occurrence of
    concern-relevant events andchanges of internal
    action tendencies
  • Action tendenciesstates of readiness to achieve
    or maintain a given kind of relationship with the
    environmentstimulus-driven, not goal-oriented

4
Threefold use of emotions stimulus uptake
  • stimulus uptake at different levels
  • in the context of the current behaviour
  • in the context of the current activity (schema)
  • in broader context (planning,)

5
Threefold use of emotions action selection
  • action tendencies
  • approach (desire), avoidance (fear),
    being-with (confidence),attending
    (interest), rejecting (disgust),
    non-attending (indifference), agonistic
    (anger), interrupting (surprise), dominating
    (arrogance), submitting (humility),
    deactivation (sorrow), bound activation
    (effort),excitement, free activation
    (joy),inactivity (contentment), inhibition
    (anxiety)
  • as separate classification system for behavioral
    repertory of an agent
  • behavior classescan be derived in a principled
    way froman analysis of a given
    lifeworld(including artificial ones)

6
3-fold use of emotions expressive behaviour
  • emotion categorization by action tendency change
  • vs.
  • emotion categorization by nature of emotional
    object
  • Highly dependent upon which objects
    aredistinguished and considered important
  • Well-known example OCC model

7
3-fold use of emotions expressive behaviour
  • ...emotions defined primarily by their object
    have no characteristic facial expression and ...
    their presence cannot be recognized by means of
    expressive behavior alone (N.Frijda)
  • action expression problem as particular problem
    in architectures based solely on the second
    principle(e.g., the OCC Model)
  • Action tendencies are tied tocharacteristic
    expressive behavior
  • Behavior classes share specific expressive
    characteristics
  • Emotions as changes in action tendency

8
Implementationlessons from control architecture
design
  • Advances in particular with respect to layered
    designs
  • Change in appreciation of the role of the
    middle tier of the established trionic
    model,the scheduler (middle-out model of
    control)
  • scheduler receives important information
    fromlower level behaviors (cognizant failure)
    spawns long-term planning activities(cf. e.g.
    E.Gats ATLANTIS)
  • scheduler as natural location for implementation
    of(a substantial part of) expressive action
    generation support

9
Implementation trionic agent architecture
Plan library (static)
  • Communications
  • vision data,animation status
  • parameterizedanimation selection,emotion system
    state

Emotion subsystem action tendency dynamics
  • Scheduler
  • event appraisal,
  • plan activation,
  • RAP selection
  • RAP execution monitoring
  • Reactive action packages
  • start/context/ending conditions
  • idle/cleanup procedures
  • cognizant failures

10
Implementation scenario (ALIVE, MIT)
  • magic video mirrorwith back-projection
  • video image mixedwith computergeneratedoverlay
  • unencumbered interaction between human visitor
    and virtual character based on position,
    postures, and gestures
  • main focus on virtual presence

11
Implementation constraints
  • interface scenario issues
  • avoid specialized scenarios,suggest
    straightforward, simple interaction
  • balance sensorybehavioural capabilities ofthe
    synthetic actor andcapabilities elicited of
    human users

12
Implementation expressive behavior
  • Animation is assembled in real time from basic
    motion captured sequences that are blended
  • Dynamic surface texture synthesis in real time,
    based on current action tendency values

13
Implementation system architecture
VISION
appraisal ofuser location,posturegesture
AGENT CONTROL
Identification ofuser location,posturegesture
action tendency update
action selection
textureparameters
motion sequencing
segmentation
texture generation
motion blending
video imageacquisition
real-time renderingand compositing
ANIMATION
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