Autonomous social gaze model for an interactive virtual character in real-life settings

Publication date

2017-05

Authors

Yumak, ZerrinISNI 0000000492962951
van den Brink, B.
Egges, J.ISNI 0000000389100341

Editors

Advisors

Supervisors

Document Type

Article
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License

No license information available

Abstract

This paper presents a gaze behavior model for an interactive virtual character situatedin the real world. We are interested in estimating which user has an intention tointeract, in other words which user is engaged with the virtual character. The modeltakes into account behavioral cues such as proximity, velocity, posture, and sound;estimates an engagement score; and drives the gaze behavior of the virtual character.Initially, we assign equal weights to these features. Using data collected in a realsetting, we analyze which features have higher importance. We found that the modelwith weighted features correlates better with the ground-truth data

Keywords

engagement, gaze model, multiparty interactions, interactive virtual humans, Taverne

Citation

Yumak, Z, van den Brink, B & Egges, J 2017, 'Autonomous social gaze model for an interactive virtual character in real-life settings', Computer Animation and Virtual Worlds, vol. 28, no. 3-4, e1757, pp. 1-9. https://doi.org/10.1002/cav.1757