Hi Carl,

On Sep 24, 2008, at 12:28 PM, Carl Kenner wrote:

> 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.
>

Could be you're right. May be I'd be happily surprised by the  
robustness of face tracking methods. I also need to mention that I  
envisioned "recognition+trigger" as that would be a solution that  
would require no change on the server side. Your point about the  
length of the gestures though is well taken.


> 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.
>

Jani was talking about work done on the bone structure of faces.

One could also use shape blending for face anim (as SL does I think).  
That's good for canned anims but not for free form (or not easily  
that is, one can imagine though to reduce the anim to a list of  
reference to known preloaded meshes and adequate weight for each).  
I've been discussing this with some folks who know a lot about facial  
animation and they prefer shape blending approaches as it creates  
more pleasing results and claim that a set of 60 meshes would cover  
all the emotion need. That's debatable.

One question to Jani and Tomi though: I understand shape blending  
shortcoming for skeletal animation (we don't want that) but, is shape  
blending something under consideration for rex avatars faces?

Cheers,
- Philippe

>
> 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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>>>>
>>>>>
>>>>>
>>>>
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>>>
>>>
>>>>
>>>>
>>
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>>
>
> >
>


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