APML, a Markup Language for Believable Behavior Generation PowerPoint PPT Presentation

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Title: APML, a Markup Language for Believable Behavior Generation


1
APML, a Markup Language for Believable Behavior
Generation
  • Soft computing Laboratory
  • Yonsei University
  • October 25, 2004

2
Contents
  • Introduction
  • Expressing believable behaviors
  • MagiCster architecture
  • A markup language for behavior specification
    APML
  • Overview of existing markup languages for
    expressing human-like behavior
  • Defining APML tags
  • Facial description language
  • An example
  • Conclusion

3
Introduction
  • Humans communicate using verbal and non-verbal
    signals
  • Body posture, gestures, facial expressions, gaze,
    intonation and prosody, and words and sentences
  • Embodied conversational agents
  • Virtual body that interacts with another agent
  • Human-like manner
  • Believable way
  • Express emotion
  • Exhibit a given personality
  • Two approaches on Body and Mind
  • Strictly and necessarily interdependent
  • Mainly independent from each other

4
EU project MagiCster
  • Mind and Body are interfaced by a language
    based on XML
  • During the conversation
  • Mind decides what to communicate considering
    different factors that trigger the goal of
    communicating and influence the contents to
    communicate
  • Body reads what the Mind decides to communicate
    and interprets and renders it at the surface
    level according to the available communicative
    channels
  • Define a set of language for specifying the
    format of dialogue moves at different abstraction
    levels
  • APML (Affective Presentation Markup Language)
  • Express the content of the dialogue move at the
    meaning level

5
Chapter Overview
  • Describe the main features of the underlying
    architecture
  • Present the APML language and how it has been
    used in the context of the MagiCster project
  • Show hot it has been interfaced with a 3D
    realistic face call Greta and a synthetic voice
  • Use an example in the medical domain

6
Expressing Believable Behaviors
  • Communication A means to influence others
  • Beliefs forming the content of a communicative
    act
  • Information about the world
  • Deictics, adjectival
  • Information about the speakers identity
  • Information about the speakers mind
  • Speakers beliefs Degree of certainty,
    metacognitive information
  • Goals Performativity of the sentence,
    topic-comment or theme-rheme distinction,
    rhetorical relations, turn-taking and backchannel
  • Emotions Affective words, gestures, intonation,
    facial expression, gaze, and posture

7
MagiCster Architecture (1)
  • An example of advice-giving dialogue in the
    medical domain
  • The agent (Gi) A doctor
  • The Interlocutor (Uj) A patient
  • Coordination of the speech with various
    expressions
  • In move G1, she manifests her empathy with the
    User
  • In move G2, Greta indicates her chest while
    saying a spasm of chest
  • In move G3, she looks at the User while saying
    your problem

8
MagiCster Architecture (2)
  • The MagiCster system
  • Mind component A content planner, a dialogue
    manager, and an affective agent modeling module
  • Body component A 3D face/avatar with a speech
    synthesizer
  • A plan enricher An interface between the Mind
    and Body components

9
MagiCster Architecture (3)
  • The affective agent modeling module Decide
  • Whether a particular affective state should be
    activated
  • Whether the felt emotion should be displayed in a
    given context
  • The content planner
  • Generate the discourse plan appropriate to the
    context
  • DPML DTD Achieve the goal in that piece of
    conversation

10
MagiCster Architecture (4)
  • The dialogue manager
  • Top of the TRINDI architecture
  • Compute dialogue moves and a space in which
    information relevant to the move selection
  • The plan enricher
  • Translate the symbolic representation of a
    dialogue move into an Agents behavior
    specification at the meaning level
  • Translate the DPML-based tree structure into APML
  • The face and body animation
  • Interpret the APML-tagged dialogue move
  • Decide how to convey every meaning

11
A Markup Language for Behavior Specification APML
  • High-level primitives for specifying behavior
    acts
  • Express agent behavior at different levels of
    abstraction
  • Control easily the behavior of ECAs independently
    of the body
  • APML (the Affective Presentation Markup Language)
  • Specification of the agent behavior at the
    meaning level
  • Affective aspect of the communication between the
    agent and the user

12
Overview of Existing Markup Languages for
Expressing Human-Like Behavior
APML
  • Human markup language (HML)
  • Provide a very abstract level language
  • Difficult for controlling specific agent bodies
  • Require developing complex interpreters
  • Enhance the fidelity of human communications
  • Allow the representation of physical, cultural,
    social, kinetic, psychological, and intentional
    features
  • VHML Provide several languages for acting on
    different modalities
  • MPML (Multimodal Presentation Markup Language)
    Enable authors of web pages to add agents for
    improving human-computer interaction (MS-Agent)
  • BEAT (Behavior Expression Animation Toolkit)
    Generate embodied agents animation from textual
    input
  • Avatar markup language (AML) Represent a new
    high-level language to describe avatar animation

13
Defining APML Tags
APML
  • APML DTD Communication function (A
    meaning-signal pair)

14
Facial Description Language (1)
  • Describe facial expressions as (meaning, signal)
    pairs
  • Define expressions to capture a slight variation
  • At a high level A facial expression is a
    combination of other facial expressions already
    defined
  • At a low level A facial expression is a
    combination of facial parameters
  • Combine facial expressions due to distinct
    co-occurring communicative acts using a Bayesian
    network
  • Facial basis (FB) a basic facial movement
  • Facial display (FD) a set of FBs
  • surprise raised_eyebrow raised_lid
    open_mouth

15
Facial Description Language (2)
16
Facial Description Language (3)
17
An Example Medical domain application (1)
DPML
APML
18
An Example Medical domain application (2)
19
Conclusion
  • Describe the architecture of the behavior
    generator of a believable conversational agent
  • Focus on the importance of Mind-Body separation
  • Define two XML-like markup languages to represent
    the Mints output and the Bodys input
  • APML Not available in public
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