Veröffentlichungen des Jahres 2002 inklusive aller verfügbaren Abstracts
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In: Proceedings Fourth Virtual Reality International Conference (VRIC 2002),
Laval, France, 19-21 June 2002, 53-62.
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In this paper we describe ongoing research that aims at the development
of a generic demonstration platform for virtual prototype modeling by
utilizing multimodal speech and gesture interactions in Virtual
Reality. Particularly, we concentrate on two aspects. First, a knowledge-
based approach for assembling CAD-based parts in VR is introduced.
This includes a system to generate meta-information from geometric models
as well as accompanying task-level algorithms for virtual assembly.
Second, a framework for modeling multimodal interaction using gesture
and speech is presented that facilitates its generic adaptation to
scene-graph-based applications. The chosen decomposition of the required
core modules is exemplified by an example of a typical object rotation
interaction.
Virtual Reality, Virtual Assembly, Multimodal Interaction,
Interaction Decomposition, Task-Level Interfaces
In K.R. Coventry & P. Olivier (eds.):
Spatial Language: Cognitive and Computational Aspects.
(pp. 69-86), Dordrecht: Kluwer, 2002.
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In this paper we describe communication with a responsive virtual environment with the main
emphasis on the processing of spatial expressions in natural language instructions. This work
is part of the VIENA project in which we chose interior design as an example domain. A multi-
agent system acts as an intelligent mediator between the user and a graphics system. To make
the communication about spatial relations more intuitive, we developed an anthropomorphic
agent, which is graphically visualised in the scene. With reference to the human-like figure
we explain the use of qualitative spatial expressions, like "right of" and "there".
In: 1. Paderborner Workshop Augmented Reality / Virtual Reality in der Produktentstehung,
(pp. 185-196), Paderborn: HNI, 2002.
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Das Projekt "Virtuelle Werkstatt" will Forschungsarbeiten aus den Bereichen
Multimodale Interaktion und Virtuelles Konstruieren erweitern und derart
zusammenführen, daß ihre realitätsnahe Erprobung in der Virtuellen Realität (VR)
demonstrierbar wird. Multimodale Interaktion betrifft die unmittelbare Umsetzung
von Benutzereingriffen in einer visualisierten 3D-Szene aufgrund von sprach-
begleiteten Gesteneingaben. Virtuelles Konstruieren betrifft die Erstellung und
Erprobung computergraphisch visualisierter 3D-Modelle geplanter mechanischer
Konstruktionen (sog. virtueller Prototypen), um eine realistische Vorabexploration
von Entwürfen per Simulation in der Virtuellen Realität zu ermöglichen. Der
Einsatz eines Cave-artigen VR-Großdisplays macht hierbei gleichzeitig Benutzer-
interaktionen mit sprachbegleiteten Gesteneingaben im Greifraum wie auch im
Fernraum erforschbar.
In C. Geiger et al. (eds.):
Proceedings Structured Design of Virtual Environments and 3D-Components.
Aachen: Shaker, 2002.
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This contribution describes a WWW-based multi-user system for concurrent virtual
prototyping. A 3D scene of CAD parts is presented to the users in the web browser. By
instructing the system using simple natural language commands, complex aggregates can
be assembled from the basic parts. The current state of the assembly is instantly published
to all system users who can discuss design choices in a chat area. The implementation
builds on an existing system for virtual assembly made available as a web service. The
client side components are fully implemented as Java applets and require no plugin for
visualization of 3D content. Http tunneled messaging between web clients and server
ensures system accessibility from any modern web browser even behind firewalls. The
system is first to demonstrate natural language based virtual prototyping on the web.
Proceedings of Computer Animation 2002, pp. 252-257, IEEE Press, Los Alamitos, CA, 2002.
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Virtual conversational agents are supposed to combine speech
with nonverbal modalities for intelligible and believeable
utterances. However, the automatic synthesis of coverbal
gestures still struggles with several problems like naturalness
in procedurally generated animations, flexibility in pre-defined
movements, and synchronization with speech. In this paper, we
focus on generating complex multimodal utterances including
gesture and speech from XML-based descriptions of their overt
form. We describe a coordination model that reproduces
co-arcticulation and transition effects in both modalities.
In particular, an efficient kinematic approach to creating
gesture animations from shape specifications is presented,
which provides fine adaptation to temporal constraints that
are imposed by cross-modal synchrony.
In Proceedings of the Workshop Embodied Conversational Agents - let's specify and evaluate them,
Autonomous Agents & Multi-Agent Systems (AAMAS02), Bologna, Italy, July 2002.
Also available as
technical report 2002/05 of the SFB 360 at the University of Bielefeld.
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This paper presents work on an artificial anthropomorphic agent with multimodal interaction
abilities. It focuses on the development of a markup language, MURML, that bridges between the
planning and the animation tasks in the production of multimodal utterances. This hierarchically
structured notation provides flexible means of describing gestures in a form-based way and of
explicitly expressing their relations to accompanying speech.
In: Proceedings of the IEEE fourth International Conference on Multimodal Interfaces, ICMI 2002,
Pittsburgh, USA, October 2002, 411-416.
In I. Wachsmuth & T. Sowa (eds.): Gesture and Sign Language in Human-Computer Interaction
(pp. 21-33). Berlin: Springer (LNAI 2298), 2002.
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So far, approaches towards gesture recognition focused mainly on
deictic and emblematic gestures. Iconics, viewed as iconic signs in
the sense of Peirce, are different from deictics and emblems, for their
relation to the referent is based on similarity. In the work reported here,
the breakdown of the complex notion of similarity provides the key idea
towards a computational model of gesture semantics for iconic gestures.
Based on an empirical study, we describe first steps towards a recognition
model for shape-related iconic gestures and its implementation in a
prototype gesture recognition system. Observations are focused on spatial
concepts and their relation to features of iconic gestural expressions. The
recognition model is based on a graph-matching method which compares
the decomposed geometrical structures of gesture and object.
In C. Vorwerg & I. Voss (eds.): Gedächtnisprozesse in Interaktionen,
pp. 41-46, SFB Report 03/02,
Universität Bielefeld. 2002.
In P. Mc Kevitt, S. O'Nuállain & C. Mulvihill (eds.): Language, Vision and Music,
(pp. 117-132), Amsterdam: Benjamins, 2002 (reprinted by permission of Springer-Verlag).
In I. Wachsmuth & T. Sowa (eds.): Gesture and Sign Language in Human-Computer Interaction (pp. 120-133).
Berlin: Springer (LNAI 2298), 2002.
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Synchronization of synthetic gestures with speech output is one of the
goals for embodied conversational agents which have become a new paradigm
for the study of gesture and for human-computer interface. In this context,
this contribution presents an operational model that enables lifelike
gesture animations of an articulated figure to be rendered in real-time
from representations of spatiotemporal gesture knowledge. Based on various
findings on the production of human gesture, the model provides means for
motion representation, planning, and control to drive the kinematic skeleton
of a figure which comprises 43 degrees of freedom in 29joints for the main
body and 20 DOF for each hand. The model is conceived to enable cross-modal
synchrony with respect to the coordination of gestures with the signal
generated by a text-to-speech system.
In: Tagungsbeiträge "Human Centered Robotic Systems 2002",
Karlsruhe, Dezember 2002, 141-148.
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Für den im Teilprojekt D3 des SFB 360 verfolgten Auftrag der
Systemintegration stellt sich mit der Zusammenführung perzeptiver,
kognitiver und aktorischer Komponenten die Aufgabe der Gesamt-
konzeption der Architektur eines Situierten Künstlichen
Kommunikators. In dem vorliegenden Beitrag wird dies am Beispiel
des anthropomorphen Agenten Max" exploriert, der in der virtuellen
Realität verkörpert ist. Dabei wird ein besonderer Schwerpunkt auf
die kommunikativen Fähigkeiten des Agenten unter Berücksichtigung
seiner Körperlichkeit gelegt. Vorgestellt werden die Kernideen
einer kognitiv motivierten Hybrid-Architektur für einen
kommunizierenden Agenten und erste Realisierungsansätze.