Virtual Human Creation Pipeline -...
Transcript of Virtual Human Creation Pipeline -...
Virtual Human Creation PipelineVirtual Human Toolkit Workshop
Patrick Kenny | 9/24/2008
The projects or efforts depicted were or are sponsored by the U.S. Army Research,Development, and Engineering Command (RDECOM),and/or the US Army ResearchInstitute. The content or information presented does not necessarily reflect the positionor the policy of the Government, and no official endorsement should be inferred.
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Virtual Human Architecture and Research Areas
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S-E-A-D
Science
Engineering
Art
Design
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Virtual Human S-E-A-D
Science
Engineering
Art
Design
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Art
ModelsTexturesAnimations
Things to consider:SkeletonPosesAnimations -Face, Body
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Design
Level /GameDesign
LookFeelStoryDomain
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Science
Make VH characters more believable
Use VH characters to understand human behavior more– Natural Language– Non-Verbal behavior– Speech– Appearance– Vision and Gestures Detection– Facial Expressions
Applications– Trainers– Tutors
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Engineering
Designing the system and underlying technology
How does it all fit together
Software Engineering of large system
Distributed and Multi-agent system
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Architecture Design Principals
Modular System – One or more components from research areas
Plug and Play – Easy to replace components
Distributed – Allows research group to work on own piece
Cognitively and psychologically plausible
Open API’s
Not a monolithic system
Multi-layered
Mind
Body
Environment
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Environment
Natural Language
Understanding
SpeechRecognition
Non-VerbalBehaviorGenerator
SmartbodyProcedural
Animation Planner
SpeechGeneration
Natural LanguageGeneration
Dialog andDiscourse
Management
EmotionModel Task Planner
Body and Affective StateManagement
Body
Mind
Real Environment
VisionRecognition
VisionUnderstanding
Visual Game Engine
DomainSpecific
Knowledge
DomainIndependentKnowledge
WorldState
Protocol
KnowledgeManagement
Intelligent Cognitive Agent
Virtual Human Architecture
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Communication Bus
Speech Recognition
Dialog Management
Non-Verbal Behavior
Intelligent Agent
TTS Speech Output
Integrated Architecture
Unreal Tournament
NLG
Virtual Environment
Character Control
Smart Body
Desktop
Laptop
VR Theater
Gesture Recognition
Gaze Tracking
Explainable AI
Scenario Control
Drama Manager
Spatial Cognition
World Simulation
Future Additions
Current System
Virtual Human Architecture
NLU
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Levels of Agents
Cognitive Soar Based
Question / Answering
Uses different components in the system as needed
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Environment
Natural Language
Understanding
SpeechRecognition
Non-VerbalBehaviorGenerator
SmartbodyProcedural
Animation Planner
SpeechGeneration
Natural LanguageGeneration
Dialog andDiscourse
Management
EmotionModel Task Planner
Body and Affective StateManagement
Body
Mind
Real Environment
VisionRecognition
VisionUnderstanding
Visual Game Engine
DomainSpecific
Knowledge
DomainIndependentKnowledge
WorldState
Protocol
KnowledgeManagement
Intelligent Cognitive Agent
SASO-ENMulti-LateralNegotiations
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Environment
Natural Language
Understanding
SpeechRecognition
Non-VerbalBehaviorGenerator
SmartbodyProcedural
Animation Planner
SpeechGeneration
Natural LanguageGeneration
Dialog andDiscourse
Management
EmotionModel Task Planner
Body and Affective StateManagement
Body
Mind
Real Environment
VisionRecognition
VisionUnderstanding
Visual Game Engine
DomainSpecific
Knowledge
DomainIndependentKnowledge
WorldState
Protocol
KnowledgeManagement
Intelligent Cognitive Agent
TacticalQuestioning
Question Response
System
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Technical Details
Communications System– Active MQ – Java based Messaging System (Open Source)
Message Protocol– Virtual Human Messaging System (VHMS)– BoneBus – Send Animation Bone data to Game Engine– BML – Behavior Markup Language– FML – Functional Markup Language
Languages in System– Java, C++, C#, tcl/tk, python, perl, Microsoft Windows Based
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Creating the Justina Virtual Patient
DesignHistory and backgroundArtworkCharacterEnvironment
Develop ApplyKnowledgeLanguageBehaviorsGestures
TrainingResearchEducation
Application / ExperimentalRequirements
ChooseTechnologicalComponents
Collect DataAssess SystemMeasure Value
ConceptDSM IV TRPTSDRole PlayExpert opinion
EstablishCharacter
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Question / ResponseNPC Editor
SpeechRecognitionASR
Gesture / SpeechBehaviorSmartbody / NVB
SubjectUser
Visual Graphics Engine
SpeechFiles
DomainCorpus
TransactionLogs
SystemLogs
VideoLogs
textspeech FML BML
DomainBuilding
BehaviorCorpus
SpeechModels
System Interaction – Domain Building
Example of a Question / Response Agent
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Question / ResponseNPC Editor
SpeechRecognitionASR
Gesture / SpeechBehaviorSmartbody / NVB
SubjectUser
Visual Graphics Engine
SpeechFiles
DomainCorpus
TransactionLogs
SystemLogs
VideoLogs
textspeech FML BML
DomainBuilding
BehaviorCorpus
SpeechModels
System Interaction – User Talks to System
Wave Form
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Question / ResponseNPC Editor
SpeechRecognitionASR
Gesture / SpeechBehaviorSmartbody / NVB
SubjectUser
Visual Graphics Engine
SpeechFiles
DomainCorpus
TransactionLogs
SystemLogs
VideoLogs
textspeech FML BML
DomainBuilding
BehaviorCorpus
SpeechModels
System Interaction – Speech recognition
VHMS SpeechMessage
Text
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Question / ResponseNPC Editor
SpeechRecognitionASR
Gesture / SpeechBehaviorSmartbody / NVB
SubjectUser
Visual Graphics Engine
SpeechFiles
DomainCorpus
TransactionLogs
SystemLogs
VideoLogs
textspeech FML BML
DomainBuilding
BehaviorCorpus
SpeechModels
System Interaction – Question / Response
Functional Markup Language (FML)
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Question / ResponseNPC Editor
SpeechRecognitionASR
Gesture / SpeechBehaviorSmartbody / NVB
SubjectUser
Visual Graphics Engine
SpeechFiles
DomainCorpus
TransactionLogs
SystemLogs
VideoLogs
textspeech FML BML
DomainBuilding
BehaviorCorpus
SpeechModels
System Interaction – Non-Verbal Behavior Applied
Behavior Markup Language (BML)
NVBG
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Question / ResponseNPC Editor
SpeechRecognitionASR
Gesture / SpeechBehaviorSmartbody / NVB
SubjectUser
Visual Graphics Engine
SpeechFiles
DomainCorpus
TransactionLogs
SystemLogs
VideoLogs
textspeech FML BML
DomainBuilding
BehaviorCorpus
SpeechModels
System Interaction – Non-Verbal Behavior Applied
BoneBus
Pose, motion texture
Face, visemes, FACS
Head, neck adjustments
Gaze spinal control
Body motions, gestures
Smartbody
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Demo of SASO-ST
Later today we will show the more advanced Cognitive Agents
Tutorials tomorrow go into more detail on the question/response agents
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ICT Virtual Human Independent Research Projects
MinorCharacters
Dr. PerezSASO-STSASO-EN
Elder-Al-HassanSASO-EN
HassanEmotional
DialogModeling
Sgt. Star
RaedTactical
Questioning
Sgt. Blackwell
JustinaVirtualPatient
FlatworldC3IT
Cultural trainingELECTBi-Lat
RapportAgentStudy
Virtual HumanSystem
Marketing
Science ClinicalDiagnosis
TrainingResearch
Gun Slinger
JustinVirtualPatient
Museum Docent
CAB / DUPECharacters
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NPC Editor
ResponsesQuestions
NVB
vrExpress {"justina" "all" npcsym2_0 "<?xml version="1.0" encoding="UTF-8" standalone="no" ?><act><participant id="justina" role="actor" /><fml><turn start="take" end="give" /><affect type="neutral" target="addressee"></affect><culture type="neutral"></culture><personality type="neutral"></personality></fml><bml><speech id="sp1" ref="justina-12" type="application/ssml+xml">listening to my ipod helps a little, sometimes watching tv.</speech></bml></act>"}
Functional Markup Language (FML)
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NVB Smartbody
vrSpeak {justina all npcsym2_0 <?xml version="1.0" encoding="UTF-8" standalone="no" ?><act><participant id="justina" role="actor"/><bml>
<speech id="sp1" ref="justina-12" type="application/ssml+xml"><mark name="T0"/>listening<mark name="T1"/><mark name="T2"/>to<mark name="T3"/><mark name="T4"/>my<mark name="T5"/><mark name="T6"/>ipod<mark name="T7"/><mark name="T8"/>helps<mark name="T9"/><mark name="T10"/>a<mark name="T11"/><mark name="T12"/>little,<mark name="T13"/><mark name="T14"/>sometimes<mark name="T15"/><mark name="T16"/>watching<mark name="T17"/><mark name="T18"/>tv.<mark name="T19"/></speech><event message="vrSpoke justina all npcsym2_0 listening to my ipod helps a little, sometimes
watching tv." stroke="sp1:relax"/><gaze angle="0" direction="POLAR 0" target="all"/>
Behavior Markup Language (BML)
Rules