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Synthetic animation of deaf signing

Synthetic animation of deaf signing. Richard Kennaway University of East Anglia. VISICAST. Automated deaf signing of broadcast television. Translation of text to sign Animation of signs Transmission over broadcast channel Rendering of avatar. Motion capture.

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Synthetic animation of deaf signing

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  1. Synthetic animation ofdeaf signing Richard Kennaway University of East Anglia

  2. VISICAST Automated deaf signing of broadcast television • Translation of text to sign • Animation of signs • Transmission over broadcast channel • Rendering of avatar

  3. Motion capture • Very lifelike animation • Time-consuming to set up • Blending of signs • Combining signs from different signers

  4. Hand-crafted animation • Can give good animation • Time-consuming (1/2 hour per sign) • Blending of signs still required

  5. Synthesis from semi-abstract transcription • Quick to create lexicon (a few minutes to transcribe a sign) • Instantly retargettable to any avatar with humanoid topology • Automatic blending • Low bandwidth

  6. HamNoSys:Hamburg Notation System DGS “GO-TO (by car)”

  7. SiGML: an XML-isation of HamNoSys <sign_manual both="true"> <handconfig extfidir="uo" palmor="l" handshape="finger2" thumbpos="open"/> <tgt_motion> <directed_motion direction="o" curve="u"/> <handconfig extfidir="do"/> </tgt_motion> </sign_manual>

  8. Animation of HamNoSys Make explicit everything HamNoSysleaves implicit or fuzzy: • position • elbows and shoulders • speed • trajectories

  9. Naturalistic animation A hard problem in general (e.g. walking). Easier for signing: no interaction with environment, ignore gravity.

  10. error *k1 gain actualposition desiredvelocity error *k2 gain actualvelocity acceleration desiredposition

  11. A simple linear control system desiredposition error *k1 gain actualposition desiredvelocity error *k2 gain actualvelocity force/torque Simulated physics

  12. Controller response

  13. Inverse kinematics Hand position and orientation given by HamNoSys From these, compute joint angles from clavicle to wrist (inverse kinematics). 3 degrees of freedom per arm left undetermined: respect the limits of the joints avoid the arm passing through the body

  14. Stick-figure avatars • Useful for developing animations: • easier to render, so more frames per second • skeleton gives clearer view of motion • prototyping tool only, not intended for end user!

  15. VRML for prototyping Virtual Reality Modelling Language Textual description language for 3D animated scenes. H-Anim standard for articulated humanoid figures. H-Anim incorporated into MPEG-4.

  16. Ambient motion If only arms, hands, and face are animated, the result is stiff. Mix synthetic animation with motion-captured “ambient motion” for the spine and head.

  17. Next steps Implement the whole of SiGML/HamNoSys Facial animation: blend motion-capture data implement HamnoSys 4 Tests

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