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

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Presentation transcript:

1 Synthetic animation of deaf 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 <handconfig extfidir="uo" palmor="l" handshape="finger2" thumbpos="open"/>

8 Animation of HamNoSys Make explicit everything HamNoSys leaves 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 desired position k 1 actual position desired velocity error gain actual velocity gain acceleration error k 2

11 desired position k 1 actual position desired velocity error gain Simulated physics A simple linear control system actual velocity gain force/torque error k 2

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

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

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