Animated characters that move and gesticulate appropriately with spoken text are useful in a wide range of applications. Unfortunately, this class of movement is very difficult to generate, even more so when a unique, individual movement style is required. We present a system that, with a focus on arm gestures, is capable of producing full-body gesture animation for given input text in the style of a particular performer. Our process starts with video of a person whose gesturing style we wish to animate. A tool-assisted annotation process is performed on the video, from which a statistical model of the person's particular gesturing style is built. Using this model and input text tagged with theme, rheme and focus, our generation algorithm creates a gesture script. As opposed to isolated singleton gestures, our gesture script specifies a stream of continuous gestures coordinated with speech. This script is passed to an animation system, which enhances the gesture description with additional detail. It then generates either kinematic or physically simulated motion based on this description. The system is capable of generating gesture animations for novel text that are consistent with a given performer's style, as was successfully validated in an empirical user study.
Since the beginning of the SAIBA effort to unify key interfaces in the multi-modal behavior generation process, the Behavior Markup Language (BML) has both gained ground as an important component in many projects worldwide, and continues to undergo further refinement. This paper reports on the progress made in the last year in further developing BML. It discusses some of the key challenges identified that the effort is facing, and reviews a number of projects that already are making use of BML or support its use.
The empirical investigation of human gesture stands at the center of multiple research disciplines, and various gesture annotation schemes exist, with varying degrees of precision and required annotation effort. We present a gesture annotation scheme for the specific purpose of automatically generating and animating character-specific hand/arm gestures, but with potential general value. We focus on how to capture temporal structure and locational information with relatively little annotation effort. The scheme is evaluated in terms of how accurately it captures the original gestures by re-creating those gestures on an animated character using the annotated data. This paper presents our scheme in detail and compares it to other approaches.
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