Composite conversation gesture synthesis using layered planning.

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Title: Composite conversation gesture synthesis using layered planning.
Authors: Nakano, Atsushi1, Hoshino, Junichi1
Source: Systems & Computers in Japan. 9/15/2007, Vol. 38 Issue 10, p58-68. 11p. 1 Black and White Photograph, 3 Illustrations, 12 Diagrams, 5 Charts.
Subjects: Computer-aided imagery software, Continuity (Motion pictures, television, etc.), Digital computer simulation, Animated films, Body movement, Gesture, Nonverbal communication in motion pictures
Abstract: Automatic generation of gestures linked to conversation is required in CG animation and game creation. When multiple gestures are combined in the conventional method, continuity or matching at the motion level is not considered. As a result, a machinelike impression is produced, such as a return to the upright position each time a gesture is performed. To deal with this problem, this paper proposes a method of composite gesture generation which considers continuity of motion and linkage of gestures and generates more natural conversational motions. As the first step in the proposed method, two different networks that represent the continuity and linkage of gestures are constructed. Then the combinations of gestures which are likely for a given conversational sentence are expanded as a tree, and a plan for the series of conversation motions is generated by evaluating the conversational content and gesture continuity. In the proposed method, composite gestures can be generated with allowance for continuity of motion. Consequently, more humanlike conversational motions can be generated while preserving gestures which are important in transmitting the semantics of the conversation, such as nodding while pointing, or scratching the head with one hand while placing the other hand on the hip. © 2007 Wiley Periodicals, Inc. Syst Comp Jpn, 38(10): 58–68, 2007; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/scj.20532 [ABSTRACT FROM AUTHOR]
Copyright of Systems & Computers in Japan is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="JN" term="%22Systems+%26+Computers+in+Japan%22">Systems & Computers in Japan</searchLink>. 9/15/2007, Vol. 38 Issue 10, p58-68. 11p. 1 Black and White Photograph, 3 Illustrations, 12 Diagrams, 5 Charts.
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  Data: Automatic generation of gestures linked to conversation is required in CG animation and game creation. When multiple gestures are combined in the conventional method, continuity or matching at the motion level is not considered. As a result, a machinelike impression is produced, such as a return to the upright position each time a gesture is performed. To deal with this problem, this paper proposes a method of composite gesture generation which considers continuity of motion and linkage of gestures and generates more natural conversational motions. As the first step in the proposed method, two different networks that represent the continuity and linkage of gestures are constructed. Then the combinations of gestures which are likely for a given conversational sentence are expanded as a tree, and a plan for the series of conversation motions is generated by evaluating the conversational content and gesture continuity. In the proposed method, composite gestures can be generated with allowance for continuity of motion. Consequently, more humanlike conversational motions can be generated while preserving gestures which are important in transmitting the semantics of the conversation, such as nodding while pointing, or scratching the head with one hand while placing the other hand on the hip. © 2007 Wiley Periodicals, Inc. Syst Comp Jpn, 38(10): 58–68, 2007; Published online in Wiley InterScience (<URL>www.interscience.wiley.com</URL>). DOI 10.1002/scj.20532 [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Systems & Computers in Japan is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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              Text: 9/15/2007
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