Tomislav Pejsa
University of Wisconsin-Madison
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Featured researches published by Tomislav Pejsa.
Computer Graphics Forum | 2010
Tomislav Pejsa; Igor S. Pandzic
Animated virtual human characters are a common feature in interactive graphical applications, such as computer and video games, online virtual worlds and simulations. Due to dynamic nature of such applications, character animation must be responsive and controllable in addition to looking as realistic and natural as possible. Though procedural and physics‐based animation provide a great amount of control over motion, they still look too unnatural to be of use in all but a few specific scenarios, which is why interactive applications nowadays still rely mainly on recorded and hand‐crafted motion clips. The challenge faced by animation system designers is to dynamically synthesize new, controllable motion by concatenating short motion segments into sequences of different actions or by parametrically blending clips that correspond to different variants of the same logical action. In this article, we provide an overview of research in the field of example‐based motion synthesis for interactive applications. We present methods for automated creation of supporting data structures for motion synthesis and describe how they can be employed at run‐time to generate motion that accurately accomplishes tasks specified by the AI or human user.
conference on computer supported cooperative work | 2016
Tomislav Pejsa; Julian Kantor; Hrvoje Benko; Eyal Ofek; Andrew D. Wilson
Room2Room is a telepresence system that leverages projected augmented reality to enable life-size, co-present interaction between two remote participants. Our solution recreates the experience of a face-to-face conversation by performing 3D capture of the local user with color + depth cameras and projecting their life-size virtual copy into the remote space. This creates an illusion of the remote persons physical presence in the local space, as well as a shared understanding of verbal and non-verbal cues (e.g., gaze, pointing.) In addition to the technical details of two prototype implementations, we contribute strategies for projecting remote participants onto physically plausible locations, such that they form a natural and consistent conversational formation with the local participant. We also present observations and feedback from an evaluation with 7 pairs of participants on the usability of our solution for solving a collaborative, physical task.
Ksii Transactions on Internet and Information Systems | 2015
Tomislav Pejsa; Sean Andrist; Michael Gleicher; Bilge Mutlu
To facilitate natural interactions between humans and embodied conversational agents (ECAs), we need to endow the latter with the same nonverbal cues that humans use to communicate. Gaze cues in particular are integral in mechanisms for communication and management of attention in social interactions, which can trigger important social and cognitive processes, such as establishment of affiliation between people or learning new information. The fundamental building blocks of gaze behaviors are gaze shifts: coordinated movements of the eyes, head, and body toward objects and information in the environment. In this article, we present a novel computational model for gaze shift synthesis for ECAs that supports parametric control over coordinated eye, head, and upper body movements. We employed the model in three studies with human participants. In the first study, we validated the model by showing that participants are able to interpret the agent’s gaze direction accurately. In the second and third studies, we showed that by adjusting the participation of the head and upper body in gaze shifts, we can control the strength of the attention signals conveyed, thereby strengthening or weakening their social and cognitive effects. The second study shows that manipulation of eye--head coordination in gaze enables an agent to convey more information or establish stronger affiliation with participants in a teaching task, while the third study demonstrates how manipulation of upper body coordination enables the agent to communicate increased interest in objects in the environment.
Computer Graphics Forum | 2013
Tomislav Pejsa; Bilge Mutlu; Michael Gleicher
Existing models of gaze motion for character animation simulate human movements, incorporating anatomical, neurophysiological, and functional constraints. While these models enable the synthesis of humanlike gaze motion, they only do so in characters that conform to human anatomical proportions, causing undesirable artifacts such as cross‐eyedness in characters with non‐human or exaggerated human geometry. In this paper, we extend a state‐of‐the‐art parametric model of human gaze motion with control parameters for specifying character geometry, gaze dynamics, and performative characteristics in order to create an enhanced model that supports gaze motion in characters with a wide range of geometric properties that is free of these artifacts. The model also affords “staging effects” by offering softer functional constraints and more control over the appearance of the characters gaze movements. An evaluation study showed that the model, compared with the state‐of‐the‐art model, creates gaze motion with fewer artifacts in characters with non‐human or exaggerated human geometry while retaining their naturalness and communicative accuracy.
Proceedings of the 4th Workshop on Eye Gaze in Intelligent Human Machine Interaction | 2012
Sean Andrist; Tomislav Pejsa; Bilge Mutlu; Michael Gleicher
We present a parametric, computational model of head-eye coordination that can be used in the animation of directed gaze shifts for virtual characters. The model is based on research in human neurophysiology. It incorporates control parameters that allow for adapting gaze shifts to the characteristics of the environment, the gaze targets, and the idiosyncratic behavioral attributes of the virtual character. A user study confirms that the model communicates gaze targets as effectively as real humans do, while being preferred subjectively to state-of-the-art models.
intelligent virtual agents | 2009
Aleksandra Cerekovic; Tomislav Pejsa; Igor S. Pandzic
In this paper we present RealActor, a character behavior realization system for embodied conversational agents based on the Behavior Markup Language (BML). Developed several years ago as part of the SAIBA framework, BML is an XML dialect for describing physical realizations of multimodal human behaviors. It allows modeling of complex communicative utterances which include both verbal and non-verbal behavior. BML elements represent various primitive actions (e.g. speech, facial and body gestures) and multimodal behavior can be modeled by specifying temporal relationships between these elements.
COST'09 Proceedings of the Second international conference on Development of Multimodal Interfaces: active Listening and Synchrony | 2009
Aleksandra Cerekovic; Tomislav Pejsa; Igor S. Pandžić
The Embodied Conversational Agents (ECAs) are an application of virtual characters that is subject of considerable ongoing research. An essential prerequisite for creating believable ECAs is the ability to describe and visually realize multimodal conversational behaviors. The recently developed Behavior Markup Language (BML) seeks to address this requirement by granting a means to specify physical realizations of multimodal behaviors through human-readable scripts. In this paper we present an approach to implement a behavior realizer compatible with BML language. The system’s architecture is based on hierarchical controllers which apply preprocessed behaviors to body modalities. Animation database is feasibly extensible and contains behavior examples constructed upon existing lexicons and theory of gestures. Furthermore, we describe a novel solution to the issue of synchronizing gestures with synthesized speech using neural networks and propose improvements to the BML specification.
intelligent virtual agents | 2017
Tomislav Pejsa; Michael Gleicher; Bilge Mutlu
The nonverbal behaviors of conversational partners reflect their conversational footing, signaling who in the group are the speakers, addressees, bystanders, and overhearers. Many applications of virtual reality (VR) will involve multiparty conversations with virtual agents and avatars of others where appropriate signaling of footing will be critical. In this paper, we introduce computational models of gaze and spatial orientation that a virtual agent can use to signal specific footing configurations. An evaluation of these models through a user study found that participants conformed to conversational roles signaled by the agent and contributed to the conversation more as addressees than as bystanders. We observed these effects in immersive VR, but not on a 2D display, suggesting an increased sensitivity to virtual agents’ footing cues in VR-based interfaces.
international conference on computer graphics and interactive techniques | 2016
Tomislav Pejsa; Daniel Rakita; Bilge Mutlu; Michael Gleicher
We present an approach for adding directed gaze movements to characters animated using full-body motion capture. Our approach provides a comprehensive authoring solution that automatically infers plausible directed gaze from the captured body motion, provides convenient controls for manual editing, and adds synthetic gaze movements onto the original motion. The foundation of the approach is an abstract representation of gaze behavior as a sequence of gaze shifts and fixations toward targets in the scene. We present methods for automatic inference of this representation by analyzing the head and torso kinematics and scene features. We introduce tools for convenient editing of the gaze sequence and target layout that allow an animator to adjust the gaze behavior without worrying about the details of pose and timing. A synthesis component translates the gaze sequence into coordinated movements of the eyes, head, and torso, and blends these with the original body motion. We evaluate the effectiveness of our inference methods, the efficiency of the authoring process, and the quality of the resulting animation.
international conference on computer graphics and interactive techniques | 2015
Daniel Rakita; Tomislav Pejsa; Bilge Mutlu; Michael Gleicher
Motion-captured performances seldom include eye gaze, because capturing this motion requires eye tracking technology that is not typically part of a motion capture setup. Yet having eye gaze information is important, as it tells us what the actor was attending to during capture and it adds to the expressivity of their performance.