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Catherine Pelachaud

Publications and source records attributed to Catherine Pelachaud.

26 records · Page 2Linked to original sources

AMII: Adaptive Multimodal Inter-personal and Intra-personal Model for Adapted Behavior Synthesis

Socially Interactive Agents (SIAs) are physical or virtual embodied agents that display similar behavior as human multimodal behavior. Modeling SIAs' non-verbal behavior, such as speech and facial gestures, has always been a challenging task, given that a SIA can take the role of a speaker or a listener. A SIA must emit appropriate behavior adapted to its own speech, its previous behaviors (intra-personal), and the User's behaviors (inter-personal) for both roles. We propose AMII, a novel approach to synthesize adaptive facial gestures for SIAs while interacting with Users and acting interchangeably as a speaker or as a listener. AMII is characterized by modality memory encoding schema - where modality corresponds to either speech or facial gestures - and makes use of attention mechanisms to capture the intra-personal and inter-personal relationships. We validate our approach by conducting objective evaluations and comparing it with the state-of-the-art approaches.

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Zero-Shot Style Transfer for Gesture Animation driven by Text and Speech using Adversarial Disentanglement of Multimodal Style Encoding

Modeling virtual agents with behavior style is one factor for personalizing human agent interaction. We propose an efficient yet effective machine learning approach to synthesize gestures driven by prosodic features and text in the style of different speakers including those unseen during training. Our model performs zero shot multimodal style transfer driven by multimodal data from the PATS database containing videos of various speakers. We view style as being pervasive while speaking, it colors the communicative behaviors expressivity while speech content is carried by multimodal signals and text. This disentanglement scheme of content and style allows us to directly infer the style embedding even of speaker whose data are not part of the training phase, without requiring any further training or fine tuning. The first goal of our model is to generate the gestures of a source speaker based on the content of two audio and text modalities. The second goal is to condition the source speaker predicted gestures on the multimodal behavior style embedding of a target speaker. The third goal is to allow zero shot style transfer of speakers unseen during training without retraining the model. Our system consists of: (1) a speaker style encoder network that learns to generate a fixed dimensional speaker embedding style from a target speaker multimodal data and (2) a sequence to sequence synthesis network that synthesizes gestures based on the content of the input modalities of a source speaker and conditioned on the speaker style embedding. We evaluate that our model can synthesize gestures of a source speaker and transfer the knowledge of target speaker style variability to the gesture generation task in a zero shot setup. We convert the 2D gestures to 3D poses and produce 3D animations. We conduct objective and subjective evaluations to validate our approach and compare it with a baseline.

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Representation Learning of Image Schema

Image schema is a recurrent pattern of reasoning where one entity is mapped into another. Image schema is similar to conceptual metaphor and is also related to metaphoric gesture. Our main goal is to generate metaphoric gestures for an Embodied Conversational Agent. We propose a technique to learn the vector representation of image schemas. As far as we are aware of, this is the first work which addresses that problem. Our technique uses Ravenet et al's algorithm which we use to compute the image schemas from the text input and also BERT and SenseBERT which we use as the base word embedding technique to calculate the final vector representation of the image schema. Our representation learning technique works by clustering: word embedding vectors which belong to the same image schema should be relatively closer to each other, and thus form a cluster. With the image schemas representable as vectors, it also becomes possible to have a notion that some image schemas are closer or more similar to each other than to the others because the distance between the vectors is a proxy of the dissimilarity between the corresponding image schemas. Therefore, after obtaining the vector representation of the image schemas, we calculate the distances between those vectors. Based on these, we create visualizations to illustrate the relative distances between the different image schemas.

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Transformer Network for Semantically-Aware and Speech-Driven Upper-Face Generation

We propose a semantically-aware speech driven model to generate expressive and natural upper-facial and head motion for Embodied Conversational Agents (ECA). In this work, we aim to produce natural and continuous head motion and upper-facial gestures synchronized with speech. We propose a model that generates these gestures based on multimodal input features: the first modality is text, and the second one is speech prosody. Our model makes use of Transformers and Convolutions to map the multimodal features that correspond to an utterance to continuous eyebrows and head gestures. We conduct subjective and objective evaluations to validate our approach and compare it with state of the art.

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Sequence-to-Sequence Predictive Model: From Prosody To Communicative Gestures

Communicative gestures and speech acoustic are tightly linked. Our objective is to predict the timing of gestures according to the acoustic. That is, we want to predict when a certain gesture occurs. We develop a model based on a recurrent neural network with attention mechanism. The model is trained on a corpus of natural dyadic interaction where the speech acoustic and the gesture phases and types have been annotated. The input of the model is a sequence of speech acoustic and the output is a sequence of gesture classes. The classes we are using for the model output is based on a combination of gesture phases and gesture types. We use a sequence comparison technique to evaluate the model performance. We find that the model can predict better certain gesture classes than others. We also perform ablation studies which reveal that fundamental frequency is a relevant feature for gesture prediction task. In another sub-experiment, we find that including eyebrow movements as acting as beat gesture improves the performance. Besides, we also find that a model trained on the data of one given speaker also works for the other speaker of the same conversation. We also perform a subjective experiment to measure how respondents judge the naturalness, the time consistency, and the semantic consistency of the generated gesture timing of a virtual agent. Our respondents rate the output of our model favorably.

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Is Two Better than One? Effects of Multiple Agents on User Persuasion

Virtual humans need to be persuasive in order to promote behaviour change in human users. While several studies have focused on understanding the numerous aspects that influence the degree of persuasion, most of them are limited to dyadic interactions. In this paper, we present an evaluation study focused on understanding the effects of multiple agents on user's persuasion. Along with gender and status (authoritative & peer), we also look at type of focus employed by the agent i.e., user-directed where the agent aims to persuade by addressing the user directly and vicarious where the agent aims to persuade the user, who is an observer, indirectly by engaging another agent in the discussion. Participants were randomly assigned to one of the 12 conditions and presented with a persuasive message by one or several virtual agents. A questionnaire was used to measure perceived interpersonal attitude, credibility and persuasion. Results indicate that credibility positively affects persuasion. In general, multiple agent setting, irrespective of the focus, was more persuasive than single agent setting. Although, participants favored user-directed setting and reported it to be persuasive and had an increased level of trust in the agents, the actual change in persuasion score reflects that vicarious setting was the most effective in inducing behaviour change. In addition to this, the study also revealed that authoritative agents were the most persuasive.

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Emergence of synchrony in an Adaptive Interaction Model

In a Human-Computer Interaction context, we aim to elaborate an adaptive and generic interaction model in two different use cases: Embodied Conversational Agents and Creative Musical Agents for musical improvisation. To reach this goal, we'll try to use the concepts of adaptation and synchronization to enhance the interactive abilities of our agents and guide the development of our interaction model, and will try to make synchrony emerge from non-verbal dimensions of interaction.

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Expressing social attitudes in virtual agents for social training games

The use of virtual agents in social coaching has increased rapidly in the last decade. In order to train the user in different situations than can occur in real life, the virtual agent should be able to express different social attitudes. In this paper, we propose a model of social attitudes that enables a virtual agent to reason on the appropriate social attitude to express during the interaction with a user given the course of the interaction, but also the emotions, mood and personality of the agent. Moreover, the model enables the virtual agent to display its social attitude through its non-verbal behaviour. The proposed model has been developed in the context of job interview simulation. The methodology used to develop such a model combined a theoretical and an empirical approach. Indeed, the model is based both on the literature in Human and Social Sciences on social attitudes but also on the analysis of an audiovisual corpus of job interviews and on post-hoc interviews with the recruiters on their expressed attitudes during the job interview.

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