Representing People Representing People in Virtual Environments
Will Steptoe 30th November 2010
in Virtual Environments Representing People Representing People - - PDF document
Will Steptoe 30 th November 2010 in Virtual Environments Representing People Representing People Whats in this lecture? Part 1 : Virtual Characters History, Agency, Control in Immersive and Non- History Agency Control in Immersive
Representing People Representing People in Virtual Environments
Will Steptoe 30th November 2010
What’s in this lecture?
History Agency Control in Immersive and Non – History, Agency, Control in Immersive and Non- Immersive systems, Copresence and measures, Fidelity Uncanny Valley Fidelity, Uncanny Valley.
– Motion Capture, Skeletal Subspace Deformation, Forward Kinematics, Inverse Kinematics, Blend Shapes
Early Virtual Characters
Instead of just a machine, a human figure is presented.
for visual attention relates to theory of social agency for visual attention, relates to theory of social agency.
Social Agency - General
“I di id l i dl l l i l l d t ti
to computers”, Nass and Moon.
computer systems and applications as social agents, reading far more understanding than is warranted from reading far more understanding than is warranted from symbols and graphical displays.
ELIZA, Weizenbaum, 1996
S i l A Eli Social Agency - Eliza
study of natural language communication between man and machine (Weizenbaum, 1966).
users into questions. People often became emotionally engaged h “ i ti ” ith ELIZA d k d t b when “communicating” with ELIZA, and some even asked to be left alone with the system. Often termed the “ELIZA effect”.
Due to tendency for humans to unconsciously equate programmed computer behaviour as analogous to conscious human behaviour despite conscious knowledge to the contrary.
immersion and presence reported in the VE literature.
A Vi t l Ch t Agency – Virtual Characters
agency describes their method of control or interaction, with avatars and agents occupying either end of the agency- g py g g y spectrum.
by to be a representation of an individual in the ‘real’ world.
Agency – An Issue of Control
programmed.
determined by the behaviour of the real tracked human human.
typically in VR only head and one hand typically in VR only head and one hand movements are tracked!
Control Methods Control Methods
yp , , , p , Full body tracking
Minimal Tracking for IK in VR
fi ti f IK ti configuration for IK representing the movements of a human in VR
– www cis upenn edu/ – www.cis.upenn.edu/ ~hollick/presence/presence.html
sufficient to reasonably reconstruct the approximate body fi ti i l ti configuration in real-time.
E b di t i C ll b ti Vi t l Embodiment in Collaborative Virtual Environments (CVEs) ( )
fundamental mediators of the visual component of an p interaction.
nonverbal behaviour including position, identification, focus
A t ll hibit i h id f hi h
reflects their status as a representation of a human user, and critically enables a natural mapping between a user’s and critically, enables a natural mapping between a user s bodily movement and the corresponding virtual behaviour.
Avatars that exhibit humanoid form and behaviour have been shown to evoke a richer sense of copresence in
Immersive Collaborative Virtual Immersive Collaborative Virtual Environments (ICVEs / CVEs)
Controlling Avatars in Non-Immersive CVEs: Spark (Morley D and Myers K 2004) Spark (Morley, D. and Myers, K., 2004)
environment environment
input for interactional input for interactional information
to generate behaviour
Controlling Avatars in Non-Immersive CVEs: Spark Spark
Problems with Controlling Avatars in Non- Immersive Systems Immersive Systems
y choose between either selecting a gesture from a menu or typing in a piece of text for the character to say. This means the subtle connections and synchronisations means the subtle connections and synchronisations between speech and gestures are lost.
p y choose which gesture to perform at a given moment. As much of our expressive behaviour is subconscious the user will simply not know what the appropriate behaviour user will simply not know what the appropriate behaviour to perform at a give time is [BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]
Problems with Controlling Avatars in Non- Immersive Systems Immersive Systems
displays of emotion whereas Thórisson and Cassell (1998) have shown that envelope displays – subtle gestures and actions that regulate the flow of a dialog and establish mutual focus and attention – are more important in mutual focus and attention are more important in conversation.
not help as the user resides in a different space from that
not map over appropriately not map over appropriately. [BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]
Solutions for Controlling Avatars in Non- Immersive Systems Immersive Systems
single interface (e g through text chat) single interface (e.g. through text chat)
autonomous, and indirectly controlled by users
[BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]
Copresence
as Social Presence in general telecommunications. g
the degree of salience of another person taking part in the interaction, with a particular emphasis on how the transmission of nonverbal cues is supported by the medium (Short 1976) (Short 1976).
another person during the course of mediated interaction another person during the course of mediated interaction.
that entails the sense of being present in a VE. that entails the sense of being present in a VE.
Measuring Copresence
S f VE i d i t f th t t t
which sensory data projected within a virtual environment replaces the sensory data from the physical world
– quantified by rating the individuals’ sense of presence during the experience
which participants act and respond to the agents as if they were real
– Subjective: Questionnaires, Interviews Subjective: Questionnaires, Interviews – Objective: Physiological, Behavioural
Subjective means
interviews
– Various questionnaires exist Various questionnaires exist – http://www.presence-research.org
Criticised due to its various dependencies
– the individual’s accurate post-hoc recall, – processing and rationalisations of their experience in processing and rationalisations of their experience in the VE and – Varying interpretations of the word ‘presence’
Objective: Responses to stimuli
– Subconscious responses p
strategies
– Neural responses
ve and neutral situations
– Psychological responses
– Physiological responses Physiological responses
Electromyography, Respiratory activity, Pupil dilation
– Behavioural responses
Fli ht Fi ht (b d iti i l)
state, gender etc.
– How do we interpret the data and results?
Categories of behavioural cues
Argyle, M. (1998). Bodily Communication. Methuen & Co Ltd, second edition.
– Tone, Pitch, Loudness…
– The most studied behavioural cue due to it’s role in communication
– Probably the most intense social signallers
Kinesics: Posture and Motion
– Numerous gestures depending on culture for instance
– Culture and gender dependent
R li ti S i l R i VE Realistic Social Responses in VEs
automatic, and leads to copresence p
– male-male dyads maintain greater interpersonal distance than female-female dyads, male male dyads maintain less eye contact than female female – male-male dyads maintain less eye contact than female-female dyads, – decreases in interpersonal distance are compensated with gaze avoidance, echoing Argyle et al.’s equilibrium theory specifying an inverse relationship between mutual gaze and interpersonal distance.
R li ti S i l R i VE Realistic Social Responses in VEs
Loomis, 2001.
Different Levels of Realism
Wh t it l k lik ( i t VE fil ) – What it looks like (pictures, games, VE, film)
– How it moves, animation (film, games, VE)
Behavioural Realism
– How it responds and interacts to stimuli (games/VE)
Appearance vs. Behaviour
Vinayagamoorthy, V., Garau, M., Steed, A., and Slater, M. (2004b). An eye gaze model for dyadic interaction in an immersive virtual environment: Practice and experience. Computer Graphics Forum, 23(1):1–11.
Appearance vs. Behaviour
p g
– Minimise visual distraction – One genderless cartoon form character – Two gender-matched higher fidelity characters
– Common limb animations and condition-dependent gaze animations – Individuals listening in a conversation look at their conversational partner for longer periods of time and more
Appearance vs. Behaviour
avatar had a higher response with the inferred- avatar had a higher response with the inferred- gaze model
And a low response with the random gaze model
– Important to note that the differences between both the gaze models were very subtle
Saccadic velocity and inter saccadic intervals (means)
effect between the type of avatar and the fidelity yp y
– The higher-fidelity avatar did not outperform the cartoon-form avatar
Similar hypothesis in the fields of robotics – Similar hypothesis in the fields of robotics
Mismatch in Realism
and behavioural realism do not match graphical realism
looks human but does not act like a human C i t
Uncanny Valley
p (and other facsimiles) of humans approaches that
, p revulsion among human observers.
Controversial its not very rigorous or scientific many – Controversial, its not very rigorous or scientific, many people don’t believe it There are problems but it maybe captures something – There are problems but it maybe captures something
The Uncanny Valley The Uncanny Valley
The Uncanny Valley
– “she was beginning to look too real and the effect was getting real, and the effect was getting distinctly unpleasant”
– “it begins to get grotesque. You start to feel like you're start to feel like you re puppeteering a corpse”
Uncanny Valley
At low levels of realism the more realistic a
character the more people like it (even this is dubious) dubious)
to get disturbing
disturbing, corpses are used a lot as metaphors
g y, g p , appearance, movement is more important
Realism vs Believability
The lesson is that e need to be caref l ith
realism for virtual humans
– Not how much a character is objectively like a human j y – How much we feel it is/respond to it as if it is – Bugs Bunny is very Belivable g y y
But don’t turn into an anti realism zealot! – But don t turn into an anti-realism zealot!
Highly realistic characters
Highly realistic characters can cause more perceptual problems than simple ones
beginning to appear in movies, less so in games and VEs and VEs
fidelity can have significant impact on response fidelity can have significant impact on response.
when you have more realistic characters
Designing virtual humans
With perceived realism aspects of believability – With perceived realism, aspects of believability …
I d i li ti /lif lik – Inducing realistic/lifelike responses
relationships p
State of the Art State-of-the-Art
Real-time Pre-rendered Robotics
Heavy Rain Quantic Dream, 2009 The Curious Case of Benjamin Button Paramount Pictures Actroid-F, Kokoro Co. Ltd & ATR 2010 2009 Paramount Pictures, 2008 2010
Part 2: 3DSMax Demo
Part 3: Technical Aspects of Virtual Characters Characters
Deformation, Forward Kinematics, Inverse Kinematics Blend Shapes Kinematics, Blend Shapes
Graphics
graphics stuff graphics stuff
realism
Modelling
Scanned body results in huge mesh y g which can be rendered at different resolutions (numbers of polygons) ( p yg )
Body Animation
mechanical mechanical.
between visual and behavioural fidelity.
Motion Capture Post-processing
Convert to joint angles (use simple analytic IK
type methods). f
to do this.
Applying it to a character
based format like BVH or BIP based format like BVH or BIP.
joint joint.
the techniques discussed.
Skeletal Animation
the motion of the skeleton the motion of the skeleton.
joints (first approximation) joints (first approximation).
Typical Skeleton
lines are rigid links (bones)
(position and rotation offset from the origin) from the origin)
by rotating joints and y g j moving and rotating the root
Making it look good – “Skinning” / “Rigging”
A k l t i t f
animating a character but it d ’t il l k doesn’t necessarily look very realistic when rendered.
“skin” around the character.
Segmented Characters
Th i l i h i
for robots, but not human characters
Skeletal subspace deformation
smooth mesh (a “skin”) ( )
similar to humans and zombies
Map skeleton to geometry
joints joints
associated joints associated joints
individual joint transforms
Representation
– Skeleton structure forms a h scene graph – Scene graph embodies a set of joints j – A mesh overlays the scene graph A th k l t l t t – As the skeletal structure moves the mesh must deform appropriately (otherwise there are holes)
MPEG4 example
http://ligwww.epfl.ch/~maurel/Thesis98.html
Multi-layered Methods Multi layered Methods
depend on the motion of the skeleton depend on the motion of the skeleton
appearance
rigid bones
Forward Kinematics (FK)
Th iti f li k i l l t d b
concatenating rotations and offsets
R0 P2 O0 O1 O R1 O0
1
O2
Forward Kinematics (FK)
First you choose a position on a link (the end point)
above the link
then rotate by its joint. Go up it its parent and iterate y j p p until you get to the root
Forward Kinematics (FK)
Come for free in a scene graph architecture
– often we want to specify the positions of a characters hands not the rotations of its joints
– Calculating the required rotations of joints needed to put a hand (or other body part) in a given position.
Inverse Kinematics
An number of ways of doing it http://chrishecker.com/Inverse_Kinematics
A t i th d ( tl t i d th) – A geometric method (secretly matrices underneath) R0 R1 Pt O1 O2
Inverse Kinematics
Inverse Kinematics
Inverse Kinematics
Inverse Kinematics
Inverse Kinematics
Inverse Kinematics
Inverse Kinematics
However it’s computationally intensive
applying specific constraints
systems
Blend Shapes (AKA Morph Targets)
i ti animation
underlying structure like a underlying structure like a skeleton
vertices
Animate by moving individual vertices
Morph Targets
represented by a separate mesh represented by a separate mesh
number of vertices as the original mesh but with number of vertices as the original mesh but with different positions
expressions (called Morph Targets)
Morph Targets
Morph Targets
Give each target a weight between 0 and 1
targets to get the output mesh
t h t t t ti t i
ets morph_targ t
Using Morph Targets
technique technique
that)
emotional modelling (see FACS, Ekman 1976).
Summary
scene graphs, representing sets of joints.
given joint angles and Inverse kinematics determines given joint angles and Inverse kinematics determines joint angles from requirements for end-effectors
used for facial animation