In this paper we describe an algorithm for generating distinctive behavior for Embodied Conversational Agents. To this aim, we introduce the concepts of agent's general behavior tendency, named Baseline, and local behavior tendency, called in turn Dynamicline. Depending on the communicative intentions of the agent, the Baseline is modulated....
-
2009 (v1)PublicationUploaded on: April 14, 2023
-
2009 (v1)Publication
We aim to define conversational agents exhibiting distinctive behavior. To this aim we provide a small set of parameters to allow one to define behavior profiles and then leave to the system the task of animating the agents. Our approach is to manipulate the behavior tendency of the agents depending on their communicative intention and...
Uploaded on: April 14, 2023 -
2008 (v1)Publication
While talking, people may move heavily their arms around, remain expressionless, or even display subtle facial movements.. These differences may arise from personality, cultural, social factors and many more. In the present work, we are interested in defining a schema that characterizes distinctiveness in behaviors. Distinctiveness encompasses...
Uploaded on: March 27, 2023 -
2015 (v1)Publication
This article focuses on the identification and perception of facial action units displayed alone as well as the meaning decoding and perception of full-face synthesized expressions of laughter. We argue that the adequate representation of single action units is important in the decoding and perception of full-face expressions. In particular, we...
Uploaded on: October 11, 2023 -
2015 (v1)Publication
This article focuses on the identification and perception of facial action units displayed alone as well as the meaning decoding and perception of full-face synthesized expressions of laughter. We argue that the adequate representation of single action units is important in the decoding and perception of full-face expressions. In particular, we...
Uploaded on: March 27, 2023 -
2007 (v1)Publication
We aim at defining conversational agents that exhibit qualitatively distinctive behaviors. To this aim we provide a small set of parameters to allow one to define behavior profiles and then leave to the system the task of animating the agent. Our approach is to manipulate the behavior tendency of the agent depending on its communicative...
Uploaded on: March 27, 2023 -
2006 (v1)Publication
This work proposes a new way for providing feedback to expressivity in music performance. Starting from studies on the expressivity of music performance we developed a system in which a visual feedback is given to the user using a graphical representation of a human face. The first part of the system, previously developed by researchers at KTH...
Uploaded on: March 27, 2023 -
2009 (v1)Publication
We have developed a general purpose use and modular architecture of an Embodied Conversational Agent (ECA) called Greta. Our 3D agent is able to communicate using verbal and nonverbal channels like gaze, head and torso movements, facial expressions and gestures. It follows the SAIBA framework [10] and the MPEG4 [6] standards. Our system is...
Uploaded on: April 14, 2023 -
2014 (v1)Publication
In this paper we focus on three aspects of multimodal expressions of laughter. First, we propose a procedural method to synthesize rhythmic body movements of laughter based on spectral analysis of laughter episodes. For this purpose, we analyze laughter body motions from motion capture data and we reconstruct them with appropriate harmonics....
Uploaded on: April 14, 2023 -
2015 (v1)Publication
In this paper, we study perception of intensity in-congruence between auditory and visual modalities of synthesized expressions of laughter. In particular, we investigate whether incongruent expressions are perceived as 1) regulated, and 2) unsuccessful in terms of animation synthesis. For this purpose, we conducted a perceptive study with the...
Uploaded on: March 27, 2023 -
2017 (v1)Publication
Laughter is a social signal capable of facilitating interaction in groups of people: it communicates interest, helps to improve creativity, and facilitates sociability. This article focuses on: endowing virtual characters with computational models of laughter synthesis, based on an expressivity-copying paradigm; evaluating how the physically...
Uploaded on: March 27, 2023 -
2014 (v1)Publication
Developing virtual characters with naturalistic game playing capabilities is an increasingly researched topic in Human-Computer Interaction. Possible roles for such characters include virtual teachers, personal care assistants, and companions for children. Laughter is an under-investigated emotional expression both in Human-Human and...
Uploaded on: March 27, 2023