Title: The Invisible Person
1Towards engagingfull-body interaction
P.Petta1, A.Staller1, R.Trappl1,2, S.Mantler3,
T.Psik3, Z.Szalavári3, M.Gervautz3 HCI99
1Austrian Research Institute for Artificial
Intelligence Beliefs/Emotions in
2Dept.Med.Cybernetics Artificial Intelligence,
Univ.of Vienna Adaptive Interface Design
3Inst.of Computer Graphics, Vienna Univ. of
Technology
2Summary
- principled background
- appraisal theory emotions as (grounded) process
- threefold use of emotions
- for uptake of stimuli
- for selection of action
- for expressive behaviour
- implementation
- appraisal integrated into thetrionic agent
control architecture model - radically simple scenario
3Principled background appraisal theory
- the Emotional asconcern satisfaction process
- Concernscuriosity, familiarity,
well-functioning, exercising, control,
attachment, - Appraisalsmediate between occurrence of
concern-relevant events andchanges of internal
action tendencies - Action tendenciesstates of readiness to achieve
or maintain a given kind of relationship with the
environmentstimulus-driven, not goal-oriented
4Threefold use of emotions stimulus uptake
- stimulus uptake at different levels
- in the context of the current behaviour
- in the context of the current activity (schema)
- in broader context (planning,)
5Threefold use of emotions action selection
- action tendencies
- approach (desire), avoidance (fear),
being-with (confidence),attending
(interest), rejecting (disgust),
non-attending (indifference), agonistic
(anger), interrupting (surprise), dominating
(arrogance), submitting (humility),
deactivation (sorrow), bound activation
(effort),excitement, free activation
(joy),inactivity (contentment), inhibition
(anxiety) - as separate classification system for behavioral
repertory of an agent - behavior classescan be derived in a principled
way froman analysis of a given
lifeworld(including artificial ones)
63-fold use of emotions expressive behaviour
- emotion categorization by action tendency change
- vs.
- emotion categorization by nature of emotional
object - Highly dependent upon which objects
aredistinguished and considered important - Well-known example OCC model
73-fold use of emotions expressive behaviour
- ...emotions defined primarily by their object
have no characteristic facial expression and ...
their presence cannot be recognized by means of
expressive behavior alone (N.Frijda) - action expression problem as particular problem
in architectures based solely on the second
principle(e.g., the OCC Model) - Action tendencies are tied tocharacteristic
expressive behavior - Behavior classes share specific expressive
characteristics - Emotions as changes in action tendency
8Implementationlessons from control architecture
design
- Advances in particular with respect to layered
designs - Change in appreciation of the role of the
middle tier of the established trionic
model,the scheduler (middle-out model of
control) - scheduler receives important information
fromlower level behaviors (cognizant failure)
spawns long-term planning activities(cf. e.g.
E.Gats ATLANTIS) - scheduler as natural location for implementation
of(a substantial part of) expressive action
generation support
9Implementation trionic agent architecture
Plan library (static)
- Communications
- vision data,animation status
- parameterizedanimation selection,emotion system
state
Emotion subsystem action tendency dynamics
- Scheduler
- event appraisal,
- plan activation,
- RAP selection
- RAP execution monitoring
- Reactive action packages
- start/context/ending conditions
- idle/cleanup procedures
- cognizant failures
10Implementation scenario (ALIVE, MIT)
- magic video mirrorwith back-projection
- video image mixedwith computergeneratedoverlay
- unencumbered interaction between human visitor
and virtual character based on position,
postures, and gestures - main focus on virtual presence
11Implementation constraints
- interface scenario issues
- avoid specialized scenarios,suggest
straightforward, simple interaction - balance sensorybehavioural capabilities ofthe
synthetic actor andcapabilities elicited of
human users
12Implementation expressive behavior
- Animation is assembled in real time from basic
motion captured sequences that are blended - Dynamic surface texture synthesis in real time,
based on current action tendency values
13Implementation system architecture
VISION
appraisal ofuser location,posturegesture
AGENT CONTROL
Identification ofuser location,posturegesture
action tendency update
action selection
textureparameters
motion sequencing
segmentation
texture generation
motion blending
video imageacquisition
real-time renderingand compositing
ANIMATION