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The NVBG also allows us to configure facial expressions for a particular character using FACS units and then based on xml tags in the input messages, can trigger those facial animations.

Quick

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Facts

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  • The rule_input_[culture].xml (behavior) file, that specifies which rules should be generated for parts of speech in the spoken sentence and also which animations map to which words if any.
  • The .xslt transform files which process the the intermediate xml generated by the module and generate the final bml to be output. The defaults are available at http://svn.ict.usc.edu/svn_vh/trunk/data/nvbg-common/. The relevant files are NVBG_transform.xslNVBG_rules.xsl and NVBG_behavior_description.xsl
  • The command line parameters to NVBG 
  • OPTIONAL - we can also specify a saliency map and a facial-expressions configuration if needed. 
    1. The saliency map specifies which objects in the scene are of particular importance which allows NVBG to generate idle gazes appropriately.
    2. The facial-expressions configuration file allows us to specify which facs units should be triggered with a certain weight so that a facial expression is achieved. This facial expression can later be tagged in the input text as markup to trigger the facial expression.

Using

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Command Line Parameters

 

Required:

 -create_character [char name] [config-filename]  - You can specify multiple characters one after the other

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-storypoint: specifies which story-point should be loaded from the saliency-map xml and the saliency map is updated accordingly with priorities to appropriate pawns etc.

 

Configuring the

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Character

You can use a config file which you can specify as a command line argument to NVBG, in order to define a character. The structure of the config file is as below:

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As we can see all the information required to configure a character can be specified in the config file.

 

 

 

Sending

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Input Messages

 

NVBG subscribes to vrExpress messages and a few other control messages which allow for setting some options. Below is a list of messages that NVBG subscribes to:

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Speech

The speech messages are characterized by the speech tag within them. They are interpreted and the corresponding output bml is generated with the speech time marks, animations, head-nods, facial-movements etc. These animations are generated based on the content of the speech tag and the fml tag in the input message.


 vrExpress "harmony" "ranger" "harmony221" "<?xml version="1.0" encoding="UTF-8" standalone="no" ?><act>
<participant id="harmony" role="actor"/>
<fml>
<intention>
<object name="A316">
<attribute name="addressee">ranger</attribute>
<attribute name="speech-act">
<object name="A317">
<attribute name="content">
<object name="V28">
<attribute name="modality">
<object name="V29">
<attribute name="conditional">should</attribute>
</object>
</attribute>
<attribute name="polarity">negative</attribute>
<attribute name="attribute">jobAttribute</attribute>
<attribute name="value">bartender-job</attribute>
<attribute name="object-id">utah</attribute>
<attribute name="type">state</attribute>
<attribute name="time">present</attribute>
</object>
</attribute>
<attribute name="motivation">
<object name="V27">
<attribute name="reason">become-sheriff-harmony</attribute>
<attribute name="goal">address-problem</attribute>
</object>
</attribute>
<attribute name="addressee">ranger</attribute>
<attribute name="action">assert</attribute>
<attribute name="actor">harmony</attribute>
</object>
</attribute>
</object>
</intention>
</fml>
<bml>
<speech id="sp1" type="application/ssml+xml">ranger utah cant be bartender if he becomes sheriff</speech>
</bml>
</act>"

 

Posture
change
Change

These messages are characterized by the <body posture=""> tag which allows NVBG to know that there has been a change in posture.

vrExpress "harmony" "None" "??" "<?xml version="1.0" encoding="UTF-8" standalone="no" ?><act>
<participant id="harmony" role="actor" />
<bml>
<body posture="HandsAtSide" />
</bml>
</act>"


Status /
request
Request

The idle_behavior and all_behavior attributes within the request tag allows NVBG to keep track of whether or not to generate the corresponding behavior.

vrExpress "harmony" "None" "??" "<?xml version="1.0" encoding="UTF-8" standalone="no" ?><act>
<participant id="harmony" role="actor" />
<fml>
<status type="present" />
<request type="idle_behavior" value="off" />
</fml>
</act>"


Gaze


These gaze tags, if present within the input message are transferred unaltered to the output message.

vrExpress "harmony" "ranger" "constant103" "<?xml version="1.0" encoding="UTF-8" standalone="no" ?><act>
<participant id="harmony" role="actor" />
<fml>
<gaze type="weak-focus" target="ranger" track="1" speed="normal" > "listen_to_speaker" </gaze>
</fml>
</act>"


Emotion

The affect tag contains data about the emotional state the character is currently in. This can be used to affect output behavior.

vrExpress "harmony" "None" "schererharmony17" "<?xml version="1.0" encoding="UTF-8" standalone="no" ?><act>
<participant id="harmony" role="actor" />
<fml>
<affect type="Fear" STANCE="LEAKED" intensity="110.475"></affect>
</fml>
<bml> </bml>
</act>"

 

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nvbg_set_option [char-name] all_behavior true/false - sets/unsets flag that allows all behavior generated by NVBG.

nvbg_set_option [char-name] saliency_glance true/false - sets/unsets flag that allows saliency map generated gazes. These gazes are based on content in the speech tag and the information in the saliency map.

nvbg_set_option [char-name] saliency_idle_gaze true/false - sets/unsets flag that allows idle gazes generated by the saliency map. These idle gazes are based on the priority of pawns in the saliency map and are generated when the character is idle.

nvbg_set_option [char-name] speaker_gaze true/false - sets/unsets flag that allows for the character to look at the person he's speaking to.

nvbg_set_option [char-name] speaker_gesture true/false - sets/unsets flag that allows gestures to be generated when speaking.

nvbg_set_option [char-name] listener_gaze true/false - sets/unsets flag that allows the listener to gaze at the speaker when he speaks.

nvbg_set_option [char-name] nvbg_POS_rules true/false - sets/unsets flag that allows behavior to be generated based on parts of speech returned by the parser.

nvbg_set_option [char-name] saliency_map [filename] - lets you dynamically specify the saliency map that the character will use

nvbg_set_option [char-name] rule_input_file [filename] - lets you dynamically specify the behavior map that the character will use


Understanding

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Output Messages

vrSpeak

Below is an example of the vrSpeak message that is output from NVBG. It contains animation/head-nods/facial behavior based on the text that is to be spoken/heard.

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Configuring POS Transform rules

TO BE POPULATED

Configuring the

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Saliency Map

The saliency map specifies which objects/characters/pawns in the environment are important to the character and in what priority. These priorities can vary based on what story-point we are at i.e. certain objects become important only later in a scene.

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The above example contains only one story-point but in general it can contain many. NVBG can be notified of which storypoint it should load so that the appropriate priorities are assigned to the objects in the scene.

Configuring the

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Facial-

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Expression File

TO BE POPULATED

 

Known Issues

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