Hi,

To add one more thing is to have lip sync for voip.
It may be too difficult to synchronize exactly face movements from camera to
voice - or not, I am just not sure.
And as Philippe said, there is always someone who does not want to use a web
cam.

So here's a quick list of what is needed for the face - and I believe all of
these are needed:
1: default idle animations for the face (blinking etc) <-- this is easy to
start with
2: lip sync (+ hands and body) to voice, based on voice <-- not really hard
either
3: emotion recognition and emotion animation playback for the face (+ hands
and body)
4: face movement recognition and overlay on avatar face (+ hands and body?)

br,
Jani

2008/9/24 Carl Kenner <[EMAIL PROTECTED]>

>
> I disagree with the call for recognition+trigger. I don't really want
> tracking 3D points, but rather tracking whether each eye is open or
> closed, how much your eyebrows are raised, where your eyes are
> looking, how much are you smiling, that sort of thing. I don't think
> there is all that much potential for incomprehensible poses. I want
> people to be able to keep one eye closed for example, rather than just
> triggering a wink, and to be able to smile a certain amount for a
> certain length of time, rather than just triggering a smile gesture.
>
> I vote for default motions too, I assume they just haven't been added
> yet because they require decision making about what parts of the face
> are controllable.
>
> I can't watch the whole presentation video, since I'm boycotting
> apartheid regimes.
>
> 2008/9/25 Philippe Bossut <[EMAIL PROTECTED]>:
> >
> > Hi guys,
> >
> > Thanks for all the answers. This is very interesting. There are
> > actually 2 dimensions in that discussion:
> >
> > 1- mocap (motion capture) or emotion capture: It's interesting to see
> > that you thought about mocap from the get go. As you know (at least
> > the guys I met in LA at VWExpo :) ), I've a vested interest to make
> > something like that working (see my work at http://
> > www.handsfree3d.com/) and it's just fitting that Jani challenges me
> > to "just do it" :) We're trying to bring a much livelier experience
> > to VW and are considering moving our work to rex because of its
> > superior avatar model compared to SL. Porting the puppeteering is one
> > thing but the face animation quite another. One idea I had was to
> > "recognize and trigger" emotions rather than do pure mocap (for the
> > face that is, the body is another problem). The reason behind this is
> > that precise tracking of all elements in a face is rather difficult
> > and that bad tracking of just a couple of points could result in very
> > unpleasing and incomprehensible poses. It's okay when animating a
> > robot or a snowman but, if you use your own FaceGen mesh with your
> > own face, that could be very unpleasing (you don't want your avatar's
> > face look contorted...). On the other hand, existing emotion anims
> > (like the ones existing in SL) are perfectly understandable by others
> > seeing them. Since the goal is to communicate emotion in a meaningful
> > and pleasing way, it seems that "recognition+trigger" rather than
> > "tracking" would be more efficient in that case. There are techniques
> > developed to do just that (recognition I mean) which seem to work
> > well under a wide range of capture conditions (see the talk "The
> > Human Face" in http://www.photomarketing.com/6sightliveUpload/Default/
> > day1/day1_video_11.html). Also, thanks to Carl for suggesting some
> > other pointers.
> >
> > 2- default motion: even if we're successful in implementing webcam
> > emotion capture, we (as a group) need to recognize that not everybody
> > will have such a camera and, even though, not everybody will *want*
> > to have it plugged in while in VW (sometimes it's appropriate,
> > sometimes it's not). This is when a good "default motion" is
> > important as it improves the copresence feel a great deal. The anims
> > currently available in SL are rather pleasing and I'd encourage the
> > rex community to implement something similar. The eyes in particular
> > are very important for this feeling of copresence to set in. For more
> > on "copresence", check out the work of Jeremy Bailenson at : http://
> > vhil.stanford.edu/. Read in particular "The Independent and
> > Interactive  Effects of Embodied-Agent Appearance and Behavior on
> > Self- Report, Cognitive, and Behavioral Markers of Copresence in
> > Immersive Virtual Environments".
> >
> > Cheers,
> > - Philippe
> >
> > On Sep 24, 2008, at 9:26 AM, Antti Ilomäki wrote:
> >
> >>
> >> Having your actual facial expressions modeled in the virtual reality
> >> would be great, but in the meantime simply having the avatar do some
> >> simple stuff by itself would probably be a cost-effective immersion
> >> booster.
> >>
> >> 2008/9/24 Carl Kenner <[EMAIL PROTECTED]>:
> >>>
> >>> The Emotiv Epoc can record the user's face movements. It can record
> >>> eyebrow position, eyelid position, horizontal eye position, how much
> >>> they are smiling, clenching their teeth, and how much they are
> >>> smirking to the left or right side, and whether they are laughing. On
> >>> the other hand, the Neural Impulse Actuator can only record
> >>> horizontal
> >>> eye position, and it records that badly.
> >>> So if you can make sure those control points are implemented, people
> >>> with an Emotiv Epoc will be able to use it.
> >>>
> >>> I'm not sure how best to do it with a webcam though.
> >>>
> >>> 2008/9/24 Jani Pirkola <[EMAIL PROTECTED]>:
> >>>> Hi Philippe,
> >>>>
> >>>> we are exploring possibilities to animate faces. Currently the
> >>>> basic woman
> >>>> has bones inside face, so she could be animated - then man does
> >>>> not because
> >>>> we want first to figure out what the bone structure should be to
> >>>> make it
> >>>> work well. Our original plan was to make that working during the
> >>>> spring, but
> >>>> we needed to postpone that work. The idea at that time was to
> >>>> integrate web
> >>>> camera and record user's face movements and overlay them using
> >>>> control
> >>>> points to the avatar. There seems to be only proprietary
> >>>> solutions to that
> >>>> so our GPL license for the viewer does not help either.
> >>>>
> >>>> Now we do not have exact plans when and who does that work, but
> >>>> it is like
> >>>> you said; it enhances greatly the feeling of presence and needs
> >>>> to be done
> >>>> at some point. Help would be appreciated!
> >>>>
> >>>> Best regards,
> >>>> Jani
> >>>>
> >>>> 2008/9/24 Philippe Bossut <[EMAIL PROTECTED]>
> >>>>>
> >>>>> Hi,
> >>>>> I've a generic question to ask about rex avatars (tried the same
> >>>>> one on
> >>>>> IRC but no one answered so, trying here). I notice that,
> >>>>> contrarily to SL's
> >>>>> avatars, rex's avatars do not "blink". Actually, they do not
> >>>>> blink nor they
> >>>>> move their eyeballs or move their heads about. This gives very
> >>>>> little
> >>>>> "copresence" to the avatar (no feeling of "being there with
> >>>>> someone else").
> >>>>> Any idea why this is that way? Was there a conscious decision to
> >>>>> take that
> >>>>> out of the rexviewer?
> >>>>> Alternatively, I noticed that anims like "breathing" are on...
> >>>>> Cheers,
> >>>>> - Philippe
> >>>>>
> >>>>
> >>>>
> >>>>>
> >>>>
> >>>
> >>>>
> >>>
> >>
> >> >
> >
> >
> > >
> >
>
> >
>

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