Improving gestural communication in virtual characters

Authors: María del Puy Carretero, Aitor Ardanza, Sara García, Helen Díez, David Oyarzun, Nuria Ruiz

Date: 11.07.2012


PDF

Abstract

Gestural communication is part of non-verbal communication, but it is also a method that deaf people use to communicate with others through sign languages. In this paper, we present the research to im-prove communication in virtual characters no matter if it is spoken or signed using non-verbal communica-tion. A brief study of hand gestures has been made to obtain some rules to improve natural behaviour in vir-tual characters. These rules, like the use of beats, are applied in an animation engine that emulates the be-haviour of real people. The behaviour of the virtual character can also be modified by other channels such as user’s input, so the character’s attitude has to be adapted. This paper describes the architecture and main modules of the prototype designed to achieve natural behaviour in virtual characters and present the valida-tion results obtained during the first phase of the development.

BIB_text

@Article {
author = {María del Puy Carretero, Aitor Ardanza, Sara García, Helen Díez, David Oyarzun, Nuria Ruiz},
title = {Improving gestural communication in virtual characters},
pages = {69-81},
volume = {7378},
keywds = {

3D virtual character, communication, gestures, natural behaviour


}
abstract = {

Gestural communication is part of non-verbal communication, but it is also a method that deaf people use to communicate with others through sign languages. In this paper, we present the research to im-prove communication in virtual characters no matter if it is spoken or signed using non-verbal communica-tion. A brief study of hand gestures has been made to obtain some rules to improve natural behaviour in vir-tual characters. These rules, like the use of beats, are applied in an animation engine that emulates the be-haviour of real people. The behaviour of the virtual character can also be modified by other channels such as user’s input, so the character’s attitude has to be adapted. This paper describes the architecture and main modules of the prototype designed to achieve natural behaviour in virtual characters and present the valida-tion results obtained during the first phase of the development.


}
isbn = {978-3-642-31566-4},
isi = {1},
date = {2012-07-11},
year = {2012},
}
Vicomtech

Parque Científico y Tecnológico de Gipuzkoa,
Paseo Mikeletegi 57,
20009 Donostia / San Sebastián (Spain)

+(34) 943 309 230

Zorrotzaurreko Erribera 2, Deusto,
48014 Bilbao (Spain)

close overlay

Behavioral advertising cookies are necessary to load this content

Accept behavioral advertising cookies