Award Abstract # 1524782
CHS: Small: Digitally Mediated Multi-party Communication: Acquisition, Modeling, and Evaluation

NSF Org: IIS
Division of Information & Intelligent Systems
Recipient: UNIVERSITY OF HOUSTON SYSTEM
Initial Amendment Date: August 19, 2015
Latest Amendment Date: May 10, 2016
Award Number: 1524782
Award Instrument: Standard Grant
Program Manager: Ephraim Glinert
IIS
 Division of Information & Intelligent Systems
CSE
 Directorate for Computer and Information Science and Engineering
Start Date: September 1, 2015
End Date: August 31, 2020 (Estimated)
Total Intended Award Amount: $397,560.00
Total Awarded Amount to Date: $413,560.00
Funds Obligated to Date: FY 2015 = $397,560.00
FY 2016 = $16,000.00
History of Investigator:
  • Zhigang Deng (Principal Investigator)
    zhigang.deng@gmail.com
Recipient Sponsored Research Office: University of Houston
4300 MARTIN LUTHER KING BLVD
HOUSTON
TX  US  77204-3067
(713)743-5773
Sponsor Congressional District: 18
Primary Place of Performance: University of Houston
4800 Calhoun Road
Houston
TX  US  77204-3010
Primary Place of Performance
Congressional District:
18
Unique Entity Identifier (UEI): QKWEF8XLMTT3
Parent UEI:
NSF Program(s): HCC-Human-Centered Computing
Primary Program Source: 01001516DB NSF RESEARCH & RELATED ACTIVIT
01001617DB NSF RESEARCH & RELATED ACTIVIT
Program Reference Code(s): 7923, 7367, 9251
Program Element Code(s): 736700
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.070

ABSTRACT

Online persistent and shared multi-user virtual environments (MUVEs), with thousands or even millions of users, constitute an emerging and rapidly growing field that is likely to dramatically impact higher education in the near future. Direct player-to-player interaction, and the networks that players develop in the virtual world, are central to the unique experience and success of these MUVEs. However, despite their increased visual realism, the immersive "social functionality" in current MUVEs is still rudimentary at best, since real-world conversations and social interactions have not been mimicked and modeled. This is because it is technically challenging to extend existing one-to-one conversation modeling approaches to digitally mediated multi-party conversations and interactions in virtual worlds, due to the significant differences in nonverbal behavior and interaction patterns. The automated generation of digitally mediated multi-party communication and interaction has thus become a major technical barrier that restricts the depth and usefulness of various online virtual worlds and virtual reality applications. In this research, the PI will tackle this issue by designing new algorithms and systems driven by live speech from users in different locations, which can automatically generate synchronized multi-modal conversational gestures on embodied avatars, including head/eye movement, lip movement, hand gesture, and body posture. Project outcomes will facilitate the widespread adoption of useful avatar and tele-immersion technology in applications where computer-mediated communication plays a role, including education, commerce, health and engineering. The PI will make the acquired high-fidelity multi-modal multi-party conversational behavior datasets available to the scientific community at large, so they can be used in future research.

This ambitious project will focus on three inter-related research thrusts that are aligned with the PI's research expertise in computer animation, virtual humans, and human computer interaction. Automated generation of realistic talking avatars based on live speech input alone; the PI will design efficient and automated schemes to generate on-the-fly talking avatars based on live speech input, by fusing established social exchange rules with data-driven statistical modeling. Automated generation of believable listening avatars with immersive social exchanges; based on in-depth statistical analysis of real life multiparty conversation data, the PI will design data-driven schemes for generating tightly coordinated gazes, head movements, and body posture shifts on listening avatars, as well as social gaze exchanges between listening peers. Comparative evaluation of the proposed avatar-mediated multi-party conversation and interaction approach in an in-house built research testbed; the robustness and effectiveness of the proposed framework will be evaluated by integrating it into an in-house built research testbed (i.e., a simplified MUVE prototype).

PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH

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(Showing: 1 - 10 of 66)
Aobo Jin, Qiang Fu, and Zhigang Deng "Contour-based 3D Modeling through Joint Embedding of Shapes and Contours" Proceeding of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) 2020 , 2020 , p.9:1 https://doi.org/10.1145/3384382.3384518
Aobo Jin, Qixin Deng, Yuting Zhang, and Zhigang Deng "A Deep Learning based Model for Head and Eye Motion Generation in Three-party Conversations" Proceeding of the ACM on Computer Graphics and Interactive Techniques , v.2 , 2019 , p.9:1 10.1145/3340250
Aobo Jin, Qixin Deng, Yuting Zhang, and Zhigang Deng "A Deep Learning based Model for Head and Eye Motion Generation in Three-party Conversations" Proceeding of the ACM on Computer Graphics and Interactive Techniques , v.2 , 2019 , p.9:1 https://doi.org/10.1145/3340250
Bailin Yang, Tianxiang Wei, Xianyong Fang, Zhigang Deng, Frederick W.B. Li, Yun Liang, and Xun Wang "A Color-Pair based Approach for Accurate Color Harmony Estimation" Computer Graphics Forum , v.38 , 2019 , p.481 https://doi.org/10.1111/cgf.13854
Binh H. Le, and Zhigang Deng "Interactive Cage Generation for Mesh Deformation" Proceeding of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2017 , 2017 , p.3:1 10.1145/3023368.3023369
Binh H. Le, and Zhigang Deng "Interactive Cage Generation for Mesh Deformation" Proceeding of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2017 (SI3D) , 2017 , p.3:1 http://dx.doi.org/10.1145/3023368.3023369
Binh H. Le, and Zhigang Deng "Interactive Cage Generation for Mesh Deformation" Proc. of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2017 , 2017 , p.3:1 10.1145/3023368.3023369
Binh H. Le, and Zhigang Deng "Interactive Cage Generation for Mesh Deformation" Proc. of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2017 , 2017 , p.3:1 https://doi.org/10.1145/3023368.3023369
Deng, Qixin and Ma, Luming and Jin, Aobo and Bi, Huikun and Le, Binh Huy and Deng, Zhigang "Plausible 3D Face Wrinkle Generation Using Variational Autoencoders" IEEE Transactions on Visualization and Computer Graphics , v.28 , 2022 https://doi.org/10.1109/TVCG.2021.3051251 Citation Details
Guoliang Luo, Zhigang Deng, Xiaogang Jin, Xin Zhao, Wei Zeng, Wenqiang Xie, and Hyewon Seo "3D mesh animation compression based on adaptive spatio-temporal segmentation" Proceeding of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2019 , 2019 , p.10:1 10.1145/3306131.3317017
Guoliang Luo, Zhigang Deng, Xiaogang Jin, Xin Zhao, Wei Zeng, Wenqiang Xie, and Hyewon Seo "3D mesh animation compression based on adaptive spatio-temporal segmentation" Proceeding of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2019 , 2019 , p.10:1 https://doi.org/10.1145/3306131.3317017
(Showing: 1 - 10 of 66)

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

As the main research outcomes of this project, the PI and the team have designed the following novel algorithms and systems: (i) to investigate the contribution of eye contact to the identification of the speaker in three-party conversations, a data-driven framework was proposed to model the occurrence of eye contact during uttering and further distinguish the speaker from the listeners. The study also provides fresh quantitative evidence that eye contact provides an objective cue for reliable identification of the speakers in three-party conversations. (ii) to investigate how head motion contributes to the perception of emotion in an utterance, intra-related objective analysis and perceptual experiments were conducted to quantify the link between the perception of emotion and various static/dynamic head movement features. The study shows that humans are unable to reliably perceive emotion from head motion alone, and that humans are sensitive to the static feature (in reference to the averaged up-down rotation angle) and the dynamic features (which reflect the fluidity and speed of movement). (iii) A novel hierarchical method was developed to reconstruct high resolution facial geometry and appearance in real-time by capturing an individual-specific face model with fine-scale details, based on monocular RGB video input. (iv) A novel deep learning based framework was developed to generate realistic three-party head and eye motions based on novel acoustic speech input together with speaker marking (i.e., speaking time for each interlocutor). (v) A novel real-time end-to-end system was developed for facial expression transformation, without the need of any driving source. It can be directly used for transforming the expression of a given monocular face video to a new user-specified expression. (vi) A live speech driven, avatarized, three-party telepresence system was developed and evaluated, through three remote users, embodied as avatars in a shared 3D immersive virtual world, can perform natural three-party telecommunication.

       Through the research participation in this project, more than 8 PhD students, postDocs, and  undergraduate student have been trained. Most of them have been working in major IT companies and universities in US and around the world.  More than 30 peer-reviewed research articles have been published on major journals and conferences in computer graphics and human computer interaction.  In addition, many local high school students have been provided summer interns or lab tours in the PI’s group.

 

 


Last Modified: 09/07/2020
Modified by: Zhigang Deng

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