Muller, T., Hartholt, A., Marsella, S., Gratch, J., Traum, D.
Proceedings of Tutorial and Research Workshop on Affective Dialogue Systems
(Kloster Irsee, Germany, June 2004)
Debevec, P., Gardner, A., Tchou, C., Hawkins, T.
ICT Technical Report No. ICT-TR-05.2004
(Marina del Rey CA, June 2004)
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In this work, we present a technique for capturing a time-varying human performance in such a way that it can be re-illuminated in postproduction. The key idea is to illuminate the subject with a variety of rapidly changing time-multiplexed basis lighting conditions, and to record these lighting conditions with a fast enough video camera so that several or many different basis lighting conditions are recorded during the span of the final video’s desired frame rate. In this poster we present two versions of such a system and propose plans for creating a complete, production-ready device.
Traum, D., Marsella, S., Gratch, J.
Proceedings of the Tutorial and Research Workshop on Affective Dialogue Systems
(Kloster, IRsee, June 2004)
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We describe the emotion and dialogue aspects of the virtual agents used in the MRE project at USC. The models of emotion and dialogue started independently, though each makes crucial use of a central task model. In this paper we describe the task model, dialogue model, and emotion model, and the interactions between them.
Traum, D., Robinson, S., Stephan, J.
4th INTERNATIONAL CONFERENCE ON LANGUAGE RESOURCES AND EVALUATION (LREC 2004)
(Lisbon, Portugal, May 2004)
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We describe a dialogue evaluation plan for a multi-character virtual reality training simulation. A multi-component evaluation plan is presented, including user satisfaction, intended task completion, recognition rate, and a new annotation scheme for appropriateness. Preliminary results for formative tests are also presented.
Robinson, S., Martinovski, B., Garg, S., Stephan, J., Traum, D.
4th INTERNATIONAL CONFERENCE ON LANGUAGE RESOURCES AND EVALUATION (LREC 2004)
(Lisbon, Portugal, May 2004)
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This paper describes the development of a multi-modal corpus based on multi-party multi-task driven common goal oriented spoken language interaction. The data consists of approximately 10 hours of audio human simulation radio data and nearly 5 hours of video and audio face-to-face sessions between human trainees and virtual agents.
Garg, S., Martinovski, B., Robinson, S., Stephan, J., Tetreault, J., Traum, D.
4th INTERNATIONAL CONFERENCE ON LANGUAGE RESOURCES AND EVALUATION (LREC 2004)
(Lisbon, Portugal, May 2004)
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This paper reviews nine available transcription and annotation tools, considering in particular the special difficulties arising from transcribing and annotating multi-party, multi-modal dialogue. Tools are evaluated as to the ability to support the user’s annotation scheme, ability to visualize the form of the data, compatibility with other tools, flexibility of data representation, and general user-friendliness.
Virtual Reality Neurosurgery - A Roadmap
Spicer, M., van Velsen, M., Caffrey, J., Apuzzo, M.
'International Journal: 'Neurosurgery'
(April, 2004)
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Virtual Reality Neurosurgery: A Simulator Blueprint
Spicer, M., van Velsen, M., Caffrey, J., Apuzzo, M.
International Journal: 'Neurosurgery
(April 2004)
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This article details preliminary studies undertaken to integrate the most relevant advancements across multiple disciplines in an effort to construct a highly realistic neurosurgical simulator based on a distributed computer architecture. Techniques based on modified computational modeling paradigms incorporating finite element analysis are presented, as are current and projected efforts directed toward the implementation of a novel bidirectional haptic device.
ICT, T.
Technical Report
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This technical report elaborates on the technical details of the EMA model of emotional appraisal and coping. It should be seen as an appendix to the journal article on this topic (Gratch & Marsella, to appear)
ICT, T.
Technical Report
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This report describes the addition of an emotion dialogue to the Mission Rehearsal Exercise (MRE) system. The goal of the MRE system is to provide an immersive learning environment for army officer recruits. The user can engage in conversation with several intelligent agents in order to accomplish the goals within a certain scenario. Although these agents did already posses emotions, they were unable to express them verbally. A question - answer dialogue has been implemented to this purpose. The implementation makes use of proposition states for modelling knowledge, keyword scanning for natural language understanding and templates for natural language generation. The system is implemented using Soar and TCL. An agent can understand emotion related questions in four different domains, type, intensity, state, and the combination of responsible-agent and blameworthiness. Some limitations arise due to the techniques used and to the relative short time frame in which the assignment was to be executed. Main issues are that the existing natural language understanding and generation modules could not be fully used, that very little context about the conversation is available and that the emotion states simplify the emotional state of an agent. These limitations and other thoughts give rise to the following recommendations for further work: * Make full use of references. * Use coping strategies for generating agent’s utterances. * Use focus mechanisms for generating agent’s utterances. * Extend known utterances. * Use NLU and NLG module. * Use emotion dialogue and states to influence emotions. * Fix known bugs.
Ch. 6, Image-Based Lighting
Debevec, P.
Emerging Aplications in Computer Vision, Gerard Medioni and Sing Bing Kang, eds.
(Prentice-Hall, 2004)
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ICT, T.
Technical Report
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The virtual world of the Mission Rehearsal Exercise project is three dimensional, but the scenery is projected on a 2D screen. As the user moves around in the virtual theatre, the view on the scenery should change accordingly. The goal of this assignment is to gather experience on camera movement to make the projection on the screen realistic.
ICT, T.
Technical Report
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In this report, first we give a survey of the work in plan recognition field, including the evolution of different approaches, their strength and weaknesses. Then we propose two decision-theoretic approaches to plan recognition problem, which explicitly take outcome utilities into consideration. One is an extension within the probabilistic reasoning framework, by adding utility nodes to belief nets. The other is based on maximizing the estimated expected utility of possible plan. Illustrative examples are given to explain the approaches. Finally, we compare the two approaches presented in the report and summarize the work.
Narayanan, S., Ananthakrishnan, S., Belvin, R., Ettaile, E., Ganjavi, S., Georgiou, P., Hein, C., Kadambe, S., Knight, K., Marcu, D., Neely, H., Srinivasamurthy, N., Traum, D., Wang, D.
Proc. IEEE ASRU
(U.S. Virgin Islands, December 2003)
Traum, D., Larsson, S.
Current and New Directions in Discourse and Dialogue
(2003)
Stumpfel, J., Tchou, C., Yun, N., Martinez, P., Hawkins, T., Jones, A., Emerson, B., Debevec, P.
4th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage
(Brighton, UK, 2003)
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The location, condition, and number of the Parthenon sculptures present a considerable challenge to archeologists and researchers studying this monument. Although the Parthenon proudly stands on the Athenian Acropolis after nearly 2,500 years, many of its sculptures have been damaged or lost. Since the end of the 18th century, its surviving sculptural decorations have been scattered to museums around the world. We propose a strategy for digitally capturing a large number of sculptures while minimizing impact on site and working under time and resource constraints. Our system employs a custom structured light scanner and adapted techniques for organizing, aligning and merging the data. In particular this paper details our effort to digitally record the Parthenon sculpture collection in the Basel Skulpturhalle museum, which exhibits plaster casts of most of the known existing pediments, metopes, and frieze. We demonstrate our results by virtually placing the scanned sculptures on the Parthenon.
Traum, D.
to appear in Advances in Agent Communication, F. Dignum Ed
(2003)
Debevec, P.
Invited paper for The 4th International Conference on 3-D Digital Imaging and Modeling (3DIM)
(October 2003)
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This paper presents an overview of techniques for generating photoreal computer graphics models of real-world places and objects. Our group’s early efforts in modeling scenes involved the development of Facade, an interactive photogrammetric modeling system that uses geometric primitives to model the scene, and projective texture mapping to produce the scene appearance properties. Subsequent work has produced techniques to model the incident illumination within scenes, which we have shown to be useful for realistically adding computer-generated objects to image-based models. More recently, our work has focussed on recovering lighting-independent models of scenes and objects, capturing how each point on an object reflects light. Our latest work combines three-dimensional range scans, digital photographs, and incident illumination measurements to produce lighting-independent models of complex objects and environments.
Joshi, P., Tien, W., Desbrun, M., Pighin, F.
Proceedings of the Symposium on Computer Animation 2003
Shapiro, A., Pighin, F., Faloutsos, P.
Proceedings of Pacific Graphics 2003
Mao, W., Gratch, J.
Conference Proceeding
(Kloster Irsee, Germany, September, 2003)
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Social credit assignment is a process of social judgment whereby one singles out individuals to blame or credit for multi-agent activities. Such judgments are a key aspect of social intelligence and underlie social planning, social learning, natural language pragmatics and computational models of emotion. Based on psychological attribution theory, this paper presents a preliminary computational approach to forming such judgments based on an agent’s causal knowledge and conversation interactions.
Martinovski, B., Traum, D., Robinson, S., Garg, S.
Proceedings of Diabruck (7th Workshop on the Semantics and Pragmatics of Dialogue
(Saarbruecken Germany, September 2003)
Martinovski, B., Traum, D.
Proceedings of the ISCA tutorial and research workshop on Error handling in dialogue systems
(Chateau-d'Oex-Vaud Switzerland, 2003)
Itti, L., Dhavale, N., Pighin, F.
Proc. SPIE 48th Annual International Symposium on Optical Science and Technology
Gardner, A., Tchou, C., Hawkins, T., Debevec, P.
ACM Transactions on Graphics (SIGGRAPH 2003)
(2003)
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This paper presents a technique for estimating the spatially-varying reflectance properties of a surface based on its appearance during a single pass of a linear light source. By using a linear light rather than a point light source as the illuminant, we are able to reliably observe and estimate the diffuse color, specular color, and specular roughness of each point of the surface. The reflectometry apparatus we use is simple and inexpensive to build, requiring a single direction of motion for the light source and a fixed camera viewpoint. Our model fitting technique first renders a reflectance table of how diffuse and specular reflectance lobes would appear under moving linear light source illumination. Then, for each pixel we compare its series of intensity values to the tabulated reflectance lobes to determine which reflectance model parameters most closely produce the observed reflectance values. Using two passes of the linear light source at different angles, we can also estimate per-pixel surface normals as well as the reflectance parameters. Additionally our system records a per-pixel height map for the object and estimates its per-pixel translucency. We produce real-time renderings of the captured objects using a custom hardware shading algorithm. We apply the technique to a test object exhibiting a variety of materials as well as to an illuminated manuscript with gold lettering. To demonstrate the technique’s accuracy, we compare renderings of the captured models to real photographs of the original objects.
Hill, R., Douglas, J., Gordon, A., Pighin, F., van Velsen, M.
Proceedings of the Fifteenth Innovative Applications of Artificial Intelligence Conference (IAAI-03)
(Acapulco, Mexico, August 12-14, 2003)
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Think Like a Commander - Excellence in Leadership (TLAC-XL) is an application designed for learning leadership skills both from the experiences of others and through a structured dialogue about issues raised in a vignette. The participant watches a movie, interacts with a synthetic mentor and interviews characters in the story. The goal is to enable leaders to learn the human dimensions of leadership, addressing a gap in the training tools currently available to the U.S. Army. The TLAC-XL application employs a number of Artificial Intelligence technologies, including the use of a coordination architecture, a machine learning approach to natural language processing, and an algorithm for the automated animation of rendered human faces.
Making a Game of System Design
Swartout, W., van Lent, M.
Communications of the ACM
(July 2003)
Learning Controls for Blend Shape Based Realistic Facial Animation
Joshi, P., Tien, W., Desbrun, M., Pighin, F.
SIGGRAPH 2003 technical sketches
Cao, Y., Faloutsos, P., Pighin, F.
Proceedings of the Symposium on Computer Animation 2003
Traum, D., Rickel, J., Gratch, J., Marsella, S.
Proceedings of the AAMAS Conference 2003
Wenger, A., Hawkins, T., Debevec, P.
Eurographics Symposium on Rendering: 14th Eurographics Workshop on Rendering
(June 2003)
Read More »
Unger, J., Wenger, A., Hawkins, T., Gardner, A., Debevec, P.
Eurographics Symposium on Rendering: 14th Eurographics Workshop on Rendering
(June 2003)
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This paper presents a process for capturing spatially and directionally varying illumination from a real-world scene and using this lighting to illuminate computer-generated objects. We use two devices for capturing such illumination. In the first we photograph an array of mirrored spheres in high dynamic range to capture the spatially varying illumination. In the second, we obtain higher resolution data by capturing images with an high dynamic range omnidirectional camera as it traverses across a plane. For both methods we apply the light �02eld technique to extrapolate the incident illumination to a volume. We render computer-generated objects as illuminated by this captured illumination using a custom shader within an existing global illumination rendering system. To demonstrate our technique we capture several spatially-varying lighting environments with spotlights, shadows, and dappled lighting and use them to illuminate synthetic scenes. We also show comparisons to real objects under the same illumination.
Morie, J., Iyer, K., Valanejad, K., Sadek, R., Miraglia, D., Milam, D., Luigi, D., Leshin, J., Williams, J.
SIGGRAPH Conference 2003
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The Sensory Environments Evaluation (SEE) Project seeks to formulate a new design methodology for virtual environments that utilize multiple sensory inputs to induce presence. Deviating from virtual reality’s twenty-year focus on photo-realism, our “feels-real” design alternative aims directly at understanding the interdependencies of sensory stimuli in their creation of mental constructs, and the subsequent degree of realism perceived.
Morie, J., Williams, J.
International Workshop on Presence 2003
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The majority of research in the field of virtual reality to date has focused on increasing the fidelity of the environments created and trying to determine the quality of the participant experience. Efforts have been made to quantify such aspects, especially in regards to visuals and sound, and to a lesser extent to the user experience. Recent thinking has tended towards the assumption that ever-greater fidelity would ensure a better user experience. However, such emphasis on photo-realism and audio-realism does not take into account the collective results of our multimodal sensory inputs with their intertwined effects. Our design philosophy for the creation of virtual environments attempts to replicate the human experience, and asks the question: Is there an underlying fidelity of feels-real through which the quality of the participant experience could be improved?
The Social Credit Assignment Problem (Extended Version)
ICT, T.
Technical Report
Read Abstract »
Social credit assignment is a process of social judgment whereby one singles out individuals to blame or credit for multi-agent activities. Such judgments are a key aspect of social intelligence and underlie social planning, social learning, natural language pragmatics and computational models of emotion. Based on psychological attribution theory, this report presents a preliminary computational approach to forming such judgments using an agent’s causal knowledge and conversation interactions.
Gratch, J., Mao, W.
Conference Proceeding
(AZ, May, 2003)
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This paper presents automated methods for facilitating after action review in team training exercises. Much of the learning from team training arises from frank after-the-fact discussions of the exercise, combining individual attributions of blame or credit into a more objective view of what transpired. These individual attributions are social judgments involving not only causality but also explanations of individual responsibility, free will and mitigating circumstances. Such judgments are a key aspect of social intelligence and underlie social planning, social learning, natural language pragmatics and computational models of emotion. Here we introduce a computational model of this judgment process based on psychological Attribution Theory and discuss its potential to facilitate after action review in team training.
Swartout, W., Gratch, J., Hill, R., Hovy, E., Lindheim, R., Marsella, S., Rickel, J., Traum, D.
Multimodal Intelligent Information Presentation
Hill, R., Gratch, J., Marsella, S., Rickel, J., Swartout, W., Traum, D.
KI special issue on Embodied Conversational Agents
(2003)
Traum, D., Fleischman, M., Hovy, E.
AAAI spring symposium on Natural Language Generation in Spoken and Written Dialogue
(March 2003)
Traum, D.
International Workshop on Computational Semantics
(January 2003)
Coping Behavior in Virtual Humans: Don’t worry, Be happy
Rickel, J. Modeling
Autonomous Agents and Multi-Agent Systems
(Sydney, Australia, 2003)
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Emotions play a powerful, central role in human behavior. Our goal is to relate insights from the psychology of human emotion to the design of virtual humans, software entities that look and act like people, but that live in simulated graphical environments. A key aspect of psychological research on emotion is coping, the process by which an individual deals with emotionally significant events. Although coping is increasingly viewed in the psychological literature as having a central role in human adaptive behavior, it has been largely ignored in computational models of emotion. In this paper, we show how psychological research on the interplay between human emotion, cognition and coping behavior can serve as a central organizing principle for the behavior of human-like autonomous agents. Our main focus in this paper is the coping component of this framework. We present a detailed domain-independent model of coping based on this framework that significantly extends our previous work. We argue that this perspective provides novel insights into realizing adaptive behavior.
FlatWorld: Combining Hollywood Set-Design Techniques with VR
Neumann, U.
IEEE Computer Graphics and Applications
(January/February 2003)
Bharitkar, S., Hilmes, P., Kyriakakis, C.
IEEE 36th Asilomar Conference on Signals, Systems & Computers
(Pacific Grove. CA. Nov. 3-6, 2002)
Perceptual Multiple Location Equalization with Clustering
Bharitkar, S., Kyriakakis, C.
IEEE 36th Asilomar Conference on Signals, Systems & Computers
(Pacific Grove, CA, Nov. 3-6, 2002)
Robustness of Multiple Listener Equalization with Magnitude Response Averaging
Bharitkar, S., Hilmes, P., Kyriakakis, C.
Audio Engineering Society Convention Paper Presented at the 113th Convention 2002
(October 5-8, 2002)
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Traditionally, room response equalization is performed to improve sound quality at a given listener. How- ever, room responses vary with source and listener positions. Hence, in a multiple listener environment, equalization may be performed through spatial averaging of magnitude responses at locations of interest. However, the performance of averaging based equalization, at the listeners, may be affected when listener positions change. In this paper, we present a statistical approach to map variations in listener positions to a performance metric of equalization for magnitude response averaging. The results indicate that, for the analyzed listener configurations, the zone of equalization depends on distance of microphones from a source and the frequencies in the sound.
Pighin, F., Szeliski, R., Salesin, D.
International Journal of Computer Vision, special issue on video computing 2002, invited paper
Limited Domain Synthesis of Expressive Military Speech for Animated Characters
Johnson, L., Narayanan, S., Whitney, R., Das, R., LaBore, C.
IEEE 2002 Workshop on Speech Synthesis
(September 11-13, 2002)
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Text-to-speech synthesis can play an important role in interactive education and training applications, as voices for animated agents. Such agents need high-quality voices capable of expressing intent and emotion. This paper presents preliminary results in an effort aimed at synthesizing expressive military speech for training applications. Such speech has acoustic and prosodic characteristics that can differ markedly from ordinary conversational speech. A limited domain synthesis approach is used employing samples of expressive speech, classified according to speaking style. The resulting synthesizer was tested both in isolation and in the context of a virtual reality training scenario with animated characters.
Rickel, J., Marsella, S., Gratch, J., Hill, R., Traum, D., Swartout, W.
IEEE Intelligent Systems
(2002)
Morie, J., Iyer, K., Valanejad, K., Sadek, R., Miraglia, D., Milam, D.
Army Science Conference 2002
Read Abstract »
This paper describes a project currently in progress at the University of Southern California’s Institute for Creative Technologies (ICT). Much of the research at ICT involves developing better graphics, sound and artificial intelligence to be used in creating the next generation of training tools for the United States Army. Our project focuses on the use of emotional responses as an enhancement for training.
A Lighting Reproduction Approach to Live-Action Compositing
Wenger, A., Tchou, C., Gardner, A., Waese, J.
SIGGRAPH 2002
(San Antonio, TX, July 21-26, 2002)
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We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. The Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each light can be set to an arbitrary color and intensity to replicate a real-world or virtual lighting environment. We implement a digital two-camera infrared matting system to composite the actor into the background plate of the environment without affecting the visible-spectrum illumination on the actor. The color reponse of the system is calibrated to produce correct color renditions of the actor as illuminated by the environment. We demonstrate moving-camera composites of actors into real-world environments and virtual sets such that the actor is properly illuminated by the environment into which they are composited.