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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.
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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.
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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.
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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
changeChange
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 /
requestRequest
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
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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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TO BE POPULATED
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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.
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TO BE POPULATED
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