Experimenting with Non-Verbal Interaction - CiteSeerX
Recommend Documents
Good connections lasting longer appear only as rare events. For example, ..... Our criterion for selection of a âgoodâ host address was one to which the ...
Understanding the Potential for Generational Change. Mark A. ... matter of high profile discussion and controversy. During the ...... Glencoe, IL: The Free Press.
Aug 30, 2010 - this connection, and connection-level reordering queues. Initially there is a single TCP socket opened (the master socket), corresponding to the ...
and George Taylor. 1. 1Department of Geomatics, University of Newcastle,. Newcastle upon Tyne NE1 7RU, United Kingdom. [email protected] ...
ing 15,000 MW of hydroelectric capacity involved flooding nearly 13,000 sq km of terrestrial ecosystems, which translates to ~160 sq km/TWh of annual energy.
Care must be taken when carrying over the results of a simulation to real markets. .... As you can see, the equilibrium price slowly but surely moves towards 1,.
Nov 14, 2008 - crucial for a number of emerging and existing critical domains, such as .... domain. 1. Network connection break-off. 2. Domain Name System is down. 3. Loss of ..... Availability Symposium, LNCS 4328, Berlin, Heidelberg:.
Finally, the practical usefulness of such tools for operational security monitoring .... For a Trojan horse attack, the effort can be assessed as the competence ...
modeling the system as a privilege graph exhibiting the security ... (DCCA-6), Garmish-Partenkirchen, Germany, March 5-7 1997, IEEE Computer Society Press.
represented. Partly informed by our understanding of the hypothesis of âthe uncanny valleyâ in robotics, according to which human viewers empathize more with ...
Mar 16, 2011 - 1, up) learns online and very quickly (one-shoot learning) the .... detection of various humanârobot interaction rhythms, where for example a ...
Experimenting with degree. â. Stephanie Solt. University of Amsterdam. Nicole Gotzner. Humboldt-Universität zu Berlin. Abstract Semantic theories differ in the ...
Sylvia Schwaag Serger has been working with innovation policy at the national and ..... sustainability is a process, not an end-stateâ (Robinson, 2004).
Abstract. Deduction modulo is a generic framework to describe proofs in a theory better than using raw axioms. This is done by presenting the theory through ...
CHALLENGE OF ESCAPING. MODERN DUALISM. Isabelle Stengers. Université
Libre de Bruxelles, Bruxelles, Belgium. Correspondence: Dr Isabelle Stengers, ...
be no difference in specification quality between the methods. .... 3/47 0/41 -1.65 ..... Unified Modeling Language (UML) Notation Guide Version 1.1, Rational.
Jan 15, 2010 - Keywords:social media, distributed museum, youth participation in ..... This 'seeding' strategy, has been central for our use of Instagram as a ...
Mar 8, 2012 - James N. Druckman ... James N. Druckman1 and Arthur Lupia2 ... s hypothesis is correct, a sample-return mis- sion to SPA's northern rim may also uncover ..... J. N. Druckman, D. P. Green, J. H. Kuklinski, A. Lupia, Eds.,.
company was looking for a system that could enhance site navigation by making it intelligent and adaptive to the user. Since their software is based on a graph ...
Aug 6, 2010 - For example, some Stanford-Binet Intelligence ScalesâFih edition (SB-5; Roid, ... Naglieri, 2008a) and the Wechsler Nonverbal Scale of. Ability (WNV; Wechsler .... provided in the WNV Technical and Interpretive Manual.
hopâ wireless networks leads to many possible design choices for the architecture of an AP. Each AP can simply feature one radio and forward traffic not ...
for experimenting with user and system QoS parameters for multimedia .... In terms of ow, and ow management, QoS-A suggests three classes of service.
Aug 30, 2010 - Experimenting Software Radio with the Sora Platform. Jiansong Zhang Kun Tan. Sen Xiang Qiufeng Yin. Qi Luo Yong He. Ji Fang Yongguang ...
2 For example, the recent book edited by Feldman and Rimé (1991) reviewing
research in this ara is ..... studies by the British Communication Studies Group
concluded that people ..... gestural context did not improve subsequent
recognition.
Experimenting with Non-Verbal Interaction - CiteSeerX
School of Electronic Engineering and Computer Science. Queen Mary University of London http://www.dcs.qmul.ac.uk/research/imc. 2 Department of Computing ...
Experimenting with Non-Verbal Interaction Patrick G. T. Healey1 , Chris Frauenberger1 , Marco Gillies2 , and Stuart Battersby1 1
Interaction, Media and Communication Research Group School of Electronic Engineering and Computer Science Queen Mary University of London http://www.dcs.qmul.ac.uk/research/imc 2 Department of Computing, Goldsmiths, University of London
In face-to-face interaction people use body position and orientation to create and maintain shared interaction spaces that frame interactions and provide a structured communication space for gestures and other non-verbal cues [1]. To date, analysis of the structure of these spaces has depended primarily on observational studies and the analysis of video corpora. Direct experimental investigation has been hampered by a lack of techniques that can support systematic, fine-grained interventions in non-verbal interaction. We present a system that combines an avatar engine with real-time motion capture data to provide new levels of experimental control for investigations of non-verbal interaction.
2
Detecting and Manipulating Non-Verbal Behaviours
We use the PIAVCA environment [2] to create and control the behaviour of avatars in our system. PIAVCA is a framework for controlling responsive animation based on motion capture data that is geared to non-verbal communication. It provides a range of real time motion editing filters that can be combined to achieve complex animation effects, as well as authoring of control flows that make it possible to create both scripted and reactive responses to events. We captured a corpus of motion data which used Piavca’s motion editing tools to create a series of responsive behaviour patterns. The interface between the PIAVCA environment and the motion capture system VICON allows us to create reactive mixed-reality applications. The data from the motion capture system is used to trigger responses in avatars, giving us full control over interactional behaviour. Information such as people’s position or head direction can be used to trigger motions such as nodding, gaze tracking or hand gestures in the avatar. This allows us to study how user’s respond to different patterns of avatar behaviour. The delay between capture and response is less than 50 ms, so there is no noticeable lag in responses.
2
Healey, Frauenberger, Gillies and Battersby
Fig. 1. Interacting with Two Avatars [3]
3
Applications
Our system demonstrates the potential for real-time experimental manipulations of mutli-party interaction by using the position and orientation of a human participant to control the behaviour of avatars (see Figure 1). As people approach the avatars turn towards them and then walk over. They then form a shared interaction space (o-space in Kendon’s terms) with the participant that is maintained through continual re-adjustment of their position and orientation. The avatars also make co-ordinated adjustments of their focus of attention and posture in response to changes in participant’s focus of attention. The overall effect is to create a convincing conversational ‘cluster’. This system significanty extends the range of possible experimental studies of non-verbal behaviours. It can be used to create real-time manipulations of a variety of aspects of non-verbal interaction ranging from large scale manipulations of body position to small-scale manipulations of the position, timing and form of gestures. Acknowledgments. We gratefully acknowledge EPSRC for support through Platform Grant EP/E045235/1 and ESRC and MRC through the QMUL Discipline Bridging Initiative.
References 1. Kendon, A.: Conducting Interaction: Patterns of Behaviour in Focused Encounters. Cambridge University Press, Cambridge. (1996) 2. Gillies, M.: Piavca: A Framework for Heterogeneous Interactions with Virtual Characters, IEEE Virtual Reality Conference (2008). 3. The Augmented Human Interaction Laboratory, School of Electronic Engineering and Computer Science, QMUL: http://www.dcs.qmul.ac.uk/research/ahi