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We demonstrate a method for generating a 3D virtual character performance from the audio signal by inferring the acoustic and semantic properties of the utterance. Through a prosodic analysis of the acoustic signal, we perform an analysis for stress and pitch, relate it to the spoken words and identify the agitation state. Our rule-based system performs a(More)
Embodied conversational agents (ECA) should exhibit non-verbal behaviors that are meaningfully related to their speech and mental state. This paper describes Cerebella, a system that automatically derives communicative functions from the text and audio of an utterance by combining lexical, acoustic, syntactic, semantic and rhetorical analyses. Communicative(More)
We present SimSensei Kiosk, an implemented virtual human interviewer designed to create an engaging face-to-face interaction where the user feels comfortable talking and sharing information. SimSensei Kiosk is also designed to create in-teractional situations favorable to the automatic assessment of distress indicators, defined as verbal and nonverbal(More)
This paper presents a system designed to create crisis-simulation that shows the emergence of crowd behavior from individual behaviors, based on the emotional contagion phenomenon. Many studies from psychology and sociology mention this phenomenon but very little was found about what parameters determine it. This paper proposes a model of emotional(More)
—We present the SimSensei system, a fully automatic virtual agent that conducts interviews to assess indicators of psychological distress. With this demo, we focus our attention on the perception part of the system, a multimodal framework which captures and analyzes user state behavior for both behavioral understanding and interactional purposes. We will(More)
Taking human-factors into account in training simulations enables these systems to address issues such as coactivity and management training. However, systems which use virtual reality technologies are usually designed so as to immerse the users in perfectly realistic virtual environment, focusing only on technical gestures and prescribed procedures.(More)
—The relative influence of perception and situation in emotional judgments has been extensively debated in psychology. A main issue in this debate concerns how these sources of information are integrated. This work proposes a method able to make probabilistic predictions of appraisals of other agents, using mental models of those agents. From these(More)
Our method automatically generates realistic nonverbal performances for virtual characters to accompany spoken utterances. It analyses the acoustic, syntactic, semantic and rhetorical properties of the utterance text and audio signal to generate nonverbal behavior such as such as head movements, eye saccades, and novel gesture animations based on(More)
It is broadly known that emotions have a major role in individual behaviors. Moreover their automatical spread between individuals influences collective behaviors. We propose to operationalize this phenomenon, described by Hatfield et al. (1992). Therefore, we propose a computational model of emotional contagion based on OCEAN personality traits and social(More)
We present the SimSensei system, a fully automatic virtual agent that conducts interviews to assess indicators of psychological distress. We emphasize on the perception part of the system, a multimodal framework which captures and analyzes user state for both behavioral understanding and interactional purposes.