首页> 外文期刊>ACM Transactions on Interactive Intelligent Systems >Perceptual Validation for the Generation of Expressive Movements from End-Effector Trajectories
【24h】

Perceptual Validation for the Generation of Expressive Movements from End-Effector Trajectories

机译:从末端执行者轨迹生成表情动作的感知验证

获取原文
获取原文并翻译 | 示例
       

摘要

Endowing animated virtual characters with emotionally expressive behaviors is paramount to improving the quality of the interactions between humans and virtual characters. Full-body motion, in particular, with its subtle kinematic variations, represents an effective way of conveying emotionally expressive content. However, before synthesizing expressive full-body movements, it is necessary to identify and understand what qualities of human motion are salient to the perception of emotions and how these qualities can be exploited to generate novel and equally expressive full-body movements. Based on previous studies, we argue that it is possible to perceive and generate expressive full-body movements from a limited set of joint trajectories, including end-effector trajectories and additional constraints such as pelvis and elbow trajectories. Hence, these selected trajectories define a significant and reduced motion space, which is adequate for the characterization of the expressive qualities of human motion and that is both suitable for the analysis and generation of emotionally expressive full-body movements. The purpose and main contribution of this work is the methodological framework we defined and used to assess the validity and applicability of the selected trajectories for the perception and generation of expressive full-body movements. This framework consists of the creation of a motion capture database of expressive theatrical movements, the development of a motion synthesis system based on trajectories re-played or re-sampled and inverse kinematics, and two perceptual studies.
机译:使具有动画效果的虚拟角色具有情感表达行为,对于提高人与虚拟角色之间交互的质量至关重要。全身运动,特别是其细微的运动学变化,是一种表达情感表达内容的有效方式。但是,在合成富有表现力的全身运动之前,有必要识别并理解人体运动的哪些特质对情感的感知至关重要,以及如何利用这些特质来产生新颖且同样具有表现力的全身运动。根据以前的研究,我们认为可以从有限的一组关节轨迹(包括末端执行器轨迹)和其他约束(如骨盆和肘部轨迹)中感知并生成富有表现力的全身运动。因此,这些选定的轨迹定义了一个显着且减少的运动空间,该空间足以表征人体运动的表现质量,并且既适合于分析和生成情感表达的全身运动。这项工作的目的和主要贡献是我们定义的方法框架,用于评估所选轨迹的有效性和适用性,以感知和产生表达性全身运动。该框架包括创建具有表现力的戏剧运动的运动捕捉数据库,基于重播或重采样的轨迹和逆运动学的运动合成系统的开发以及两个感知研究。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号