Laugh when you re winning

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1 Laugh when you re winning Harry Griffin for the ILHAIRE Consortium 26 July, 2013

2 ILHAIRE Laughter databases Laugh when you re winning project Concept & Design Architecture Multimodal analysis Overview Audiovisual synthesis 2

3 Laughter? Ubiquitous Frequent In normal conversion ~ 1 laugh/minute Conveys various emotions Vital nonverbal social tool Multimodal - produces lots of signals Barely used in Human-Computer Interaction 3

4 Incorporating Laughter into Human-Avatar Interactions: Research and Evaluation 9 partners, for 3 years from September 2011 Range of expertise and approaches Psychology of laughter & humour Natural behaviour databases Multimodal signal analysis Machine learning Dialog management Visual and auditory synthesis 4

5 Natural behaviour databases Essential for understanding laughter ILHAIRE laughter database: 5

6 Laugh when you re winning: Concept Games are a good way of making people laugh! Avatars as game companions Games are complex social situations and laughter could be important in ensuring that they flow smoothly Games require a face-to-face interaction 7

7 Laugh when you re winning: Design One or two users Simple social games Avatar: plays active part in game is a socially competent (laughing) game companion 8

8 System architecture Laugh when you re winning: Concept Laughter detection & intensity estimation Visual analysis Acoustic analysis Body movement analysis Dialog Manager Laughter planner Decision to AV synthesis Audiovisual Laughter Synthesis Game behaviour Respiration analysis Context (Game state) 9

9 Coefficients Frequency (Hz) Laughter Detection (Voice) 500 Some speech features: 1 Intensity (db) Waveform Time (s) Time (s) Time (s) Spectogram Pitch (Hz) Formants Time (s) MFCCs Time (s) Time (s)

10 Smile Detection (Face) Features: Action units from Microsoft Kinect 12

11 Laughter movements (Body) Kinect depth mapping for more general measures e.g., contraction index Computer vision for extraction of key movements e.g., shoulder movement frequency and amplitude Motion capture with modified suit 13

12 Laughter respiration (Torso) Laughter-related respiratory actions generate characteristic non-rigid body movements 14

13 Acoustic Laughter synthesis Little past work Lack of naturalness UMONS: HMM-based synthesis with HTS No generation of laughter sequence for the moment: we play existing laughter phonetic transcriptions 15

14 Visual Laughter synthesis Active MQ (Message-oriented Middleware used in SEMAINE project) Generation of common BML scripts 2 different interpretations (Greta and Living Actor) BML Living Actor conversion selection of predefined animations + combination of morphing data matching BML parameters 16

15 Visual Laughter synthesis Living Actor Avatar A graph of animations corresponding to different types of laughter movements and different intensities Pseudo-phonemes associated with facial expressions and lips movements Combination of head, torso, and shoulder animations 17

16 Thank you 18

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