The Rich Representation Language, often abbreviated as RRL, is a computer animation language specifically designed to facilitate the interaction of two or more animated characters. [1] [2] [3] The research effort was funded by the European Commission as part of the NECA Project. The NECA (Net Environment for Embodied Emotional Conversational Agents) framework within which RRL was developed was not oriented towards the animation of movies, but the creation of intelligent "virtual characters" that interact within a virtual world and hold conversations with emotional content, coupled with suitable facial expressions. [3]
RRL was a pioneering research effort which influenced the design of other languages such as the Player Markup Language which extended parts of the design of RRL. [4] The language design specifically intended to lessen the training needed for modeling the interaction of multiple characters within a virtual world and to automatically generate much of the facial animation as well as the skeletal animation based on the content of the conversations. Due to the interdependence of nonverbal communication components such as facial features on the spoken words, no animation is possible in the language without considering the context of the scene in which the animation takes place - e.g. anger versus joy. [5]
The application domain for RRL consists of scenes with two or more virtual characters. The representation of these scenes requires multiple information types such as body postures, facial expressions, semantic content and meaning of conversations, etc. The design challenge is that often information of one type is dependent on another type of information, e.g. the body posture, the facial expression and the semantic content of the conversation need to coordinate. An example is that in an angry conversation, the semantics of the conversation dictate the body posture and facial expressions in a distinct from which is quite different from a joyful conversation. Hence any commands within the language to control facial expressions must inherently depend on the context of the conversation. [3]
The different types of information used in RRL require different forms of expression within the language, e.g. while semantic information is represented by grammars, the facial expression component requires graphic manipulation primitives. [3]
A key goal in the design of RRL was the ease of development, to make scenes and interaction construction available to users without advanced knowledge of programming. Moreover, the design aimed to allow for incremental development in a natural form, so that scenes could be partially prototyped, then refined to more natural looking renderings, e.g. via the later addition of blinking or breathing. [3]
Borrowing theatrical terminology, each interaction session between the synthetic characters in RRL is called a scene. A scene description specifies the content, timing, and emotional features employed within a scene. A specific module called the affective reasoner computes the emotional primitives involved in the scene, including the type and the intensity of the emotions, as well as their causes. The affective reasoner uses emotion dimensions such as intensity and assertiveness. [3]
Although XML is used as the base representation format, the scenes are described at a higher level within an object oriented framework. In this framework nodes (i.e. objects) are connected via arrows or links. For instance, a scene is the top level node which is linked to others. The scene may have three specific attributes: the agents/people who participate in the scene, the discourse representation which provides the basis for conversations and a history which records the temporal relationships between various actions. [3]
The scene descriptions are fed to the natural language generation module which produces suitable sentences. The generation of natural flow in a conversation requires a high degree of representational power for the emotional elements. RRL uses a discourse representation system based the standard method of referents and conditions. The affective reasoner supplies the suitable information to select the words and structures that correspond to specific sentences. [3]
The speech synthesis component is highly dependent on the semantic information and the behavior of the gesture assignment module. The speech synthesis component must operate before the gesture assignment system because it includes the timing information for the spoken words and emotional interjections. After interpreting the natural language text to be spoken, this component adds prosodic structure such as rhythm, stress and intonations. [3]
The speech elements, once enriched with stress, intonation and emotional markers are passed to the gesture assignment system. [3] RRL supports three separate aspects of emotion management. First, specific emotion tags may be provided for scenes and specific sentences. A number of specific commands support the display a wide range of emotions in the faces of animated characters. [3]
Secondly, there are built in mechanisms for aligning specific facial features to emotive body postures. Third, specific emotive interjections such as sighs, yawns, chuckles, etc. may be interleaved within actions to enhance the believability of the character's utterances. [3]
In RRL the term gesture is used in a general sense and applies to facial expressions, body posture and proper gestures. Three levels of information are processed within gesture assignment: [3]
The gesture assignment system has specific gesture types such as body movements (e.g. shrug of shoulders as indifference vs hanging shoulders of sadness), emblematic movements (gestures that by convention signal yes/no), iconic (e.g. imitating a telephone via fingers), deictic (pointing gestures), contrast (e.g. on one hand, but on the other hand), facial features (e.g. raised eyebrows, frowning, surprise or a gaze). [3]
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing and her book Affective Computing published by MIT Press. One of the motivations for the research is the ability to give machines emotional intelligence, including to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions.
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Body language is a type of communication in which physical behaviors, as opposed to words, are used to express or convey information. Such behavior includes facial expressions, body posture, gestures, eye movement, touch and the use of space. The term body language is usually applied in regard to people but may also be applied to animals. The study of body language is also known as kinesics. Although body language is an important part of communication, most of it happens without conscious awareness.
Nonverbal communication (NVC) is the transmission of messages or signals through a nonverbal platform such as eye contact, facial expressions, gestures, posture, use of objects and body language. It includes the use of social cues, kinesics, distance (proxemics) and physical environments/appearance, of voice (paralanguage) and of touch (haptics). A signal has three different parts to it, including the basic signal, what the signal is trying to convey, and how it is interpreted. These signals that are transmitted to the receiver depend highly on the knowledge and empathy that this individual has. It can also include the use of time (chronemics) and eye contact and the actions of looking while talking and listening, frequency of glances, patterns of fixation, pupil dilation, and blink rate (oculesics).
Kinesics is the interpretation of body communication such as facial expressions and gestures, nonverbal behavior related to movement of any part of the body or the body as a whole. The equivalent popular culture term is body language, a term Ray Birdwhistell, considered the founder of this area of study, neither used nor liked.
In linguistics, prosody is the study of elements of speech that are not individual phonetic segments but which are properties of syllables and larger units of speech, including linguistic functions such as intonation, stress, and rhythm. Such elements are known as suprasegmentals.
The semantic gap characterizes the difference between two descriptions of an object by different linguistic representations, for instance languages or symbols. According to Andreas M. Hein, the semantic gap can be defined as "the difference in meaning between constructs formed within different representation systems". In computer science, the concept is relevant whenever ordinary human activities, observations, and tasks are transferred into a computational representation.
Computer facial animation is primarily an area of computer graphics that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a human, a humanoid, an animal, a legendary creature or character, etc. Due to its subject and output type, it is also related to many other scientific and artistic fields from psychology to traditional animation. The importance of human faces in verbal and non-verbal communication and advances in computer graphics hardware and software have caused considerable scientific, technological, and artistic interests in computer facial animation.
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Non-verbal leakage is a form of non-verbal behavior that occurs when a person verbalizes one thing, but their body language indicates another, common forms of which include facial movements and hand-to-face gestures. The term "non-verbal leakage" got its origin in literature in 1968, leading to many subsequent studies on the topic throughout the 1970s, with related studies continuing today.
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