Affect-expressive movement generation with factored conditional Restricted Boltzmann Machines

Omid Alemi, William Li, Philippe Pasquier
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引用次数: 21

Abstract

The expressivity of virtual, animated agents plays an important role in their believability. While the planning and goal-oriented aspects of agent movements have been addressed in the literature extensively, expressing the emotional state of the agents in their movements is an open research problem. We present our interactive animated agent model with controllable affective movements. We have recorded a corpus of affect-expressive motion capture data of two actors, performing various movements, and annotated based on their arousal and valence levels. We train a Factored, Conditional Restricted Boltzmann Machine (FCRBM) with this corpus in order to capture and control the valence and arousal qualities of movement patterns. The agents are then able to control the emotional qualities of their movements through the FCRBM for any given combination of the valence and arousal. Our results show that the model is capable of controlling the arousal level of the synthesized movements, and to some extent their valence, through manually defining the level of valence and arousal of the agent, as well as making transitions from one state to the other. We validate the expressive abilities of the model through conducting an experiment where participants were asked to rate their perceived affective state for both the generated and recorded movements.
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基于因子条件受限玻尔兹曼机的情感表达运动生成
虚拟动画代理的表现力对其可信度起着重要的作用。虽然智能体运动的计划和目标导向方面已经在文献中得到了广泛的讨论,但表达智能体在运动中的情绪状态是一个开放的研究问题。提出了具有可控情感运动的交互式动画智能体模型。我们记录了两个演员表演各种动作的情感表达动作捕捉数据,并根据他们的唤醒和效价水平进行了注释。为了捕获和控制运动模式的价态和唤醒性质,我们使用该语料库训练了一个因子条件受限玻尔兹曼机(FCRBM)。然后,参与者能够通过FCRBM控制他们动作的情感品质,以适应任何给定的价态和觉醒组合。我们的结果表明,该模型能够通过手动定义智能体的价和唤醒水平,以及从一种状态到另一种状态的转换,来控制合成动作的唤醒水平,并在一定程度上控制它们的价。我们通过进行一项实验来验证模型的表达能力,该实验要求参与者对生成的和记录的动作进行感知情感状态的评分。
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