WSEAS Transactions on Environment and Development
Print ISSN: 1790-5079, E-ISSN: 2224-3496
Volume 14, 2018
A Novel Realizer of Conversational Behavior for Affective and Personalized Human Machine Interaction - EVA U-Realizer
Authors: , , ,
Abstract: In order to engage with user on more personal level, natural human-machine interaction is starting to virtual or even physical entities resembling human collocutors. Namely, through human-like entities the designed multimodal interaction models, try to adapt to user’s context and to facilitate context of the conversational situation. The designed multimodal processes tend to follow the ‘’rules’’ and ques as implanted during face-face interaction among humans. In this way, the integration and exploitation of embodied conversational agents (ECA) for human-like interaction seems only natural. The ECA’s artificial body and articulation capabilities are already close to those found on real humans. From skin, face, hands, and body posture, these virtual entities tend to look and behave as realistically as possible. Furthermore, ECAs tend to imitate as many features of human face-face dialogs as possible, and integrate them into interaction as synchronized as possible. One of the essential functions in face-to-face interaction is the ability to reproduce synchronized verbal and co-verbal signals coupled into conversational behavior. Other signals, such as: social cues, attitude (emotions), personality, eye-blinks, and spontaneous head movements are equally important, and have to be blended into multimodal expressions. However, designing a realistic entity that acts realistically like humans do, is a daunting task. Modern 3D environments and 3D modeling tools, such as: Maya, Daz3D, Blender, Panda3D and Unity, have opened up a completely new possibilities to design virtual entities, which appear almost (if not completely) like real-life persons. However, the modern 3D technology mostly covers the design and deployment part of such realism, while the realism of the behavior itself and its diversity and dynamic nature are generally not the focus of 3D modeling frameworks. Namely, most of the animation prepared in 3D frameworks is planned, designed in advance, and over well-written and well-designed situations. Therefore, it integrates limited diversity as well as limited capacity to adapt to a new set of parameters. As a result, 3D frameworks have a limited capacity to handle highly dynamic and interchangeable contexts present in human interaction. In this paper we, therefore, outline EVA U-Realizer, the second generation of proprietary behavior realization module. The goal of the realizer is to integrate the diversity, responsiveness, and adaptiveness that is required for the facilitation of conversational responses with animation capacities and realism provided by 3D modeling frameworks. As a result, the presented novel realizer is built over Unity 3D game engine’s core. The proposed realizer considerably improves the capabilities of the animation engine itself, by providing interpreter and executor for incorporating dynamic and real-time generated conversational artefacts, similar to those found in conversations among humans.
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Keywords: embodied conversational agents, personalized interaction, co-verbal behavior, behavior realizer, animation, virtual reality, mixed reality, multimodal interaction
Pages: 87-101
WSEAS Transactions on Environment and Development, ISSN / E-ISSN: 1790-5079 / 2224-3496, Volume 14, 2018, Art. #9