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Toward a Unified Scripting Language : Lessons Learned from Developing CML and AML

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... gestures, Iconic gestures, Deictic gesture. Hand Gestures ... Deictic. Symbolic. Face ... representing common Iconic, Symbolic, or Deictic body gestures ... – PowerPoint PPT presentation

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Title: Toward a Unified Scripting Language : Lessons Learned from Developing CML and AML


1
Toward a Unified Scripting Language Lessons
Learned from Developing CML and AML
  • Soft computing Laboratory
  • Yonsei University
  • October 1, 2004

2
1. Introduction
  • Two approaches to specifying scripting languages
    for character animation
  • Character Markup Language(CML)
  • Top-down approach by defining high-level
    attributes for character personality, emotion and
    behavior that are integrated to form the
    specification of synchronized animation script
  • Avatar Markup Language(AML)
  • Bottom-up approach in which the language provides
    a generic mechanism for the selection and
    synchronized merging of animations
  • Need for powerful yet generic scripting languages
    to bridge the gap between behavior generation and
    animation tools

3
2. Scripting with the Character Markup Language
  • Visual Behavior Definition
  • A third factor that governs character behavior
  • The actions an agent needs to perform in a
    session to achieve given tasks
  • Personality and current mental state
  • The role the agent is given
  • The behaviors are defined as XML tags

CML Processor
High-level behavior tags
Animation Script
(map appropriate action point parameters)
4
2. Scripting with the Character Markup Language
  • Classification of Motion
  • Derived from Blumberg and Russells architecture
    (three-layer structure geometry, motor,
    behavior system)
  • The initial set of CML base motions is classified
    by the goal of the motion as follows
  • Movement defines motion that require the rotation
    or movement of a character from one position to
    another. Positions are defined by exact
    coordinates, an object position, or a character
    position. (move-to, turn-to)
  • Pointing defines a pointing gesture toward a
    coordinate, object, or character. (point-to)
  • Grasping defines motions that require the
    character to hold, throw, or come in contact with
    an object or another character (grasp, throw,
    touch)
  • Gaze defines the movements related to the head
    and eyes. (Gaze are gaze, track, blink, look-to,
    and look-at. )
  • Gesture includes motions that represent known
    gestures like hand movement to convey an
    acknowledgment, a wave, etc. (gesture-at)

5
2. Scripting with the Character Markup Language
  • CML Specification
  • Animated character behavior is expressed through
    the interpretation of XML Schema structures
  • The language contains
  • Low-level tags (specific character gesture
    representations defining movements, intensities,
    and explicit expression)
  • High-level tags (commonly used combinations of
    these low-level tags
  • Synchronization between the audio and visual
    modalities is achieved through the use of SMIL (
    ltseqgt, ltpargt)

6
2. Scripting with the Character Markup Language
  • CML Representation Language
  • Head Gesture Taxonomy
  • Symbolic gestures, Iconic gestures, Deictic
    gesture
  • Hand Gestures Taxonomy
  • Posture, Motion, Orientation, Gestlets, Fingers
  • Body Gestures Taxonomy
  • Natural, Relax, Tense, Iconic, Incline
  • Emotions (based on the OCC theory of emotion)
  • Class, Valence, Subject, Target, Intensity,
    Time-stamp, Origin

7
2. Scripting with the Character Markup Language
  • CML Scripting Language
  • Face Animation Scripting
  • Head Movement
  • tilt movement in a slant with often subtle or
    superficial neck movement
  • turn require more profound movement of the
    neck

ltturn-togt ltorder 0 to n/before/after
/gt ltpriority 0 to n/gt ltbegin ssmmm/before/aft
er/object /gt ltend ssmmm/before/after/object
/gt ltspeed 0.n to n.n (unit)
/defualt/slow/fast /gt lttarget
x,y,z/object/character /gt ltdirection
(rightside, leftside, frontside, backside)
/gt ltdegree (n) /gt ltrepeat 0 to n/dur
/gt ltinterrupt yes/no /gt lttransAnimat head
groups /gt lttransPos x,y,z/object/character
/gt lttransSpeed default/slow/ intermediate/fast
/gt lt/turn-togt
8
2. Scripting with the Character Markup Language
  • Head Gesture
  • Deictic
  • Symbolic
  • Face Movement and Gesture
  • Define the elements and behaviors for specific
    parts of the face including the Brow, Gaze, and
    Mouse

ltdisagreegt lttilt-to-rightgt lt/tilt-to-rightgt
lttilt-to-leftgt lt/tilt-to-leftgt lt/disagreegt
9
2. Scripting with the Character Markup Language
  • Body Animation Scripting
  • A set of defined body elements which are low
    level tags based on MPEG-4 BAPs
  • A set of high-level tags representing body parts
    which are grouped from a set of respective
    low-level tags
  • Base elements are..
  • Movement (moving, bending, turning)
  • Gesture defines body postures that include
    motions representing common Iconic, Symbolic, or
    Deictic body gestures
  • Posture (expression) defines a set of high-level
    tags representing general body gesture
  • Natural ,Relax ,Tense, Incline

10
2. Scripting with the Character Markup Language
BDB
  • Generating Script

PDTD
FDB
CML Generation
Animation Generation
EDTD
State and Context
CML Processor
CML Decoder
FAP Audio/TTS
Face
Action Composition
Input
FAP BAP Audio/TTS
Emotion Signal
Utterance Composition
CML Script
Face Body
Behavior/Action
Synchronisation
Speech Text
11
3. Avatar Markup Language
  • Objective to design and develop a full
    end-to-end MPEG-4 multimedia framework to
    support, amongst other features, 3D avatar-based
    multi-user chat rooms and autonomous synthetic
    characters
  • Three component
  • A database of basic facial and body animation
    units(can extended by third party)
  • A rendering system capable of merging multiple
    face and body animation units and text to speech
    input in realtime
  • A high-level scripting language designed to allow
    animators to specify which animations to use
    together with timing, priority, and decay
    information

12
3. Avatar Markup Language
  • AML Specification
  • Flexiblity as many Expression Tracks as
    required, each containing as many Expressions as
    required

ltAFMLgt ltSettingsgt lt/Settingsgt ltExpressions
Track nameTrack namegt ltExpressiongt ltStartT
imegtmmssmmmlt/StartTimegt ltExNamegtnamelt/ExNam
egt ltEnvelopegt lt/Envelopegt lt/Expressiongt lt
/ExpressionTrackgt lt/AFMLgt
ltAFML syntaxgt
13
3. Avatar Markup Language
ltBodyAnimationTrack namechar, name of
trackgt ltUserAnimation typebaptrkwrl
filenamechargt ltStartTimegt mmssmmmautosync
autoafterlt/StartTimegt ltSpeedgtnormalslowfastlt/S
peedgt ltIntensitygtfloat, 0 to fn
lt/Intensitygt ltPrioritygtinteger, 0 to
nlt/Prioritygt lt/UserAnimationgt ltEmotiongtlt/Emotio
ngt ltStandardGesturegt lt/StandardGesturegt lt/BodyAn
imationTrackgt
ltABMLs Body AnimationTrack Syntaxgt
ltBodyAnimationTrack namechar, name of
trackgt ltFacingAction bodypartbodyheadonlygt
ltXCoorgtfloat, targets X coordinate in
meterslt/XCoorgt ltYCoorgtfloat, targets Y
coordinate in meterslt/YCoorgt ltZCoorgtfloat,
targets Z coordinate in meterslt/ZCoorgt lt/FacingA
ctiongt ltPointingAction handconfigonefingeropen
gt lt/ PointingActiongt ltWalkingAction
modedefaultrungtlt/WalkingActiongt ltResettingAc
tiongtlt/ResettingActiongt lt/BodyAnimationTrackgt
ltABMLs Body AnimationTrack Behaviorgt
14
4. CML and AML Applied
  • CML
  • Sample CML Happy Move and Point Script

ltcmlgt ltcharacter nameJames
personalityextravert rolepsa genderm
base-animation-filebutler.livgt lthappy
intensity0.3 decay0.5 targetgoal
priority1gt ltmove-to order0 priority0
speeddefault objectproduct1 /gt ltsync
typepar order1 priority0gt
ltpoint-to objectproduct1 /gt
ltutterancegt lt/syncgt lt/happygt
lt/charactergt lt/cmlgt
15
4. CML and AML Applied
  • AML
  • Sample AML Walk and Point

ltAML face_idx body_idy root_pathc\
namepoint to phonegt ltFA start_time0000000
gt ltTTS output_fapspeech.fap
output_wavspeech.wavgt ltTextgtLet me show
you another phone over herelt/Textgt lt/TTSgt
ltAFMLgt ltSettingsgt ltFpsgt25lt/Fpsgt
ltDurationgt0006000lt/Durationgt
ltFADBPathgt.\Expressions\lt/FADBPathgt
ltSpeechPathgt.\Speech\lt/SpeechPathgt
lt/Settingsgt ltExpressionsTrack namesmilegt
ltExpresiongt ltStartTimegt 0000800
lt/StartTimegt ltExNamegt smile.ex lt/ExNamegt
ltEnvelopegt ltPointgt lt/Pointgt
ltPointgtlt/Pointgt
ltPointgtlt/Pointgt lt/Envelopegt
lt/Expressiongt lt/ExpressionTrackgt
ltSpeechTrackgt lt/SpeechTrackgt lt/AFMLgt lt/FAgt
ltBAgt ltABMLgt.lt/ABMLgt lt/BAgt lt/AMLgt
16
5. Discussion and Lessons Learned
  • A Comparison

17
5. Discussion and Lessons Learned
  • Towards a Unified Language
  • Objectives of a Unified Language
  • Define a framework to decouple embodied agent
    animation tools and the underlying affect and
    planning engines
  • Establish a formal specification for unified
    /consistent interpretation
  • Provide for modular development
  • Create a markup language based on XML (providing
    semantic and scripting annotations)
  • Language Requirements
  • High Level
  • Usability
  • Extensibility
  • Parameterized
  • Synchronization Support
  • Consistency
  • Domain

18
6. Conclusion
  • There is a trade-off to be made between higher
    levels of control (high granularity) and the
    complexity of the resulting language
  • Striving toward a unified scripting and
    representation language may be the catalyst for
    much needed agreement
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