Michael Neff

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58ranked-venue papers
8as first author
13since 2021 · last 2026
0000-0003-0226-2808ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 32 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 32 · 4 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 24 · 5 first-author · 6 since 2021Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 The Motion is the Message: Evaluating Motion Tracking Quality for VR Avatars
abstract
Motion tracking to project users into embodied virtual reality (VR) as avatars is an essential application of real-time computer graphics. Most current embodied VR systems rely on head-mounted displays (HMDs) to estimate user pose, as headset sensors can track the head and hands, thereby reconstructing the full body without the need for external hardware. However, measuring the quality of motion reconstruction algorithms from HMD-based tracking, particularly those intended for use in social settings, remains challenging due to the complex interaction between motion and perceived social signals. This paper compares two industrial tracking reconstruction solutions, called HMD1 (i.e., a basic HMD-based method that uses head tracking and hand positions estimated from HMD cameras) and HMD2 (i.e., an advanced HMD-based method with additional onboard camera streams), that estimate user motion using only an HMD against ground-truth motion capture (MoCap) data. It advocates for a social signal-based analysis that views motion as a communication medium and employs user observations to measure whether viewers successfully perceive the information encoded in motion. Across 156 socially expressive clips, Social Signal ratings were more effective than generic measures at revealing differences between the HMD methods. HMD2 preserved social meaning more accurately than HMD1, with fewer significant deviations from MoCap, while both HMD methods were frequently rated less natural than MoCap. A qualitative review localized recurrent failure modes, such as arm swivel/shoulder errors, posture reconstruction issues, and floating/stance artifacts, which help explain the misreading of social signals. We release a dashboard scorecard, motion capture data, and a benchmark protocol to enable consistent motion evaluation. More generally, this work advocates for an underexplored approach to motion evaluation that focuses on assessing the semantics of motion to determine quality. As reliance on generative artificial intelligence (AI) increases, it is essential to standardize evaluation to preserve the authenticity of the social signals conveyed. The developed dataset and the evaluation framework are provided on our project's website: https://github.com/facebookresearch/MotionIsTheMessageDataset.
Fu Chia Yang, Harrison Jesse Smith, Christos Mousas, Michael Neff
IEEE Trans. Vis. Comput. Graph.4
2025 Modeling Conflict De-Escalation in Shakespeare Through Hybrid NLP & Symbolic Approaches
abstract
This demo paper presents an interactive narrative game where players intervene in Shakespearean scenes to deescalate imminent violence using natural speech. The system employs a hybrid architecture: modern natural language processing (NLP) tools (speech-to-text, large language models, sentence transformers) interpret user utterances for known de-escalation strategies (e.g., active listening, redirection) and gauge their effectiveness, while symbolic systems model character emotional stances, beliefs, and personality traits that affect input interpretation, in order to select fitting responses. The project contributes an investigation of current NLP capabilities for interactive character-driven games and serves a pedagogical purpose, teaching conflict resolution and violence prevention within a broader educational framework.
Nicholas Sloss Treynor, Kyle Mitchell, Nick Toothman, Gina Bloom, Colin Milburn, Michael Neff, Joshua McCoy
CoG6
2025 Understanding the Impact of Visual and Kinematic Information on the Perception of Physicality Errors
abstract
Errors that arise due to a mismatch in the dynamics of a person’s motion and the visualized movements of their avatar in virtual reality are termed “physicality errors” to distinguish them from simple physical errors, such as footskate. Physicality errors involve plausible motions, but with dynamic inconsistencies. Even with perfect tracking and ideal virtual worlds, such errors are inevitable in virtual reality whenever a person adopts an avatar that does not match their own proportions or lifts a virtual object that appears heavier than the movement of their hand. This study investigates people’s sensitivity to physicality errors to understand when they are likely to be noticeable and need to be mitigated. It uses a simple, well-understood exercise of a dumbbell lift to explore the impact of motion kinematics and varied sources of visual information, including changing body size, changing the size of manipulated objects, and displaying muscular strain. Results suggest that kinematic (motion) information has a dominant impact on perception of effort, but visual information, particularly the visual size of the lifted object, has a strong impact on perceived weight. This can lead to perceptual mismatches that reduce perceived naturalness. Small errors may not be noticeable, but large errors reduce naturalness. Further results are discussed, which inform the requirements for animation algorithms.
Goksu Yamac, Carol O'Sullivan, Michael Neff
ACM Trans. Appl. Percept.3
2025 The Impact of Avatar Retargeting on Pointing and Conversational Communication
abstract
One of the pleasures of interacting using avatars in VR is being able to play a character very different to yourself. As the scale of characters change relative to a user, there is a need to retarget user motions onto the character, generally maintaining either the user's pose or the position of their wrists and ankles. This retargeting can impact both the functional and social information conveyed by the avatar. Focused on 3rd-person (observed) avatars, this paper presents three studies on these varied aspects of communication. It establishes a baseline for near-field avatar pointing, showing an accuracy of about 5cm. This can be maintained using positional hand constraints, but increases if the user's pose is directly transferred to the character. It is possible to maintain this accuracy with a Semantic Inverse Kinematics formulation that brings the avatar closer to the user's actual pose, but compensates by adjusting the finger pointing direction. Similar results are shown for conveying spatial information, namely object size. The choice of pose or position based retargeting leads to a small change in the perception of avatar personality, indicating an impact on social communication. This effect was not observed in a task where the users' cognitive load was otherwise high, so may be task dependent. It could also become more pronounced for more extreme proportion changes.
Simbarashe Nyatsanga, Douglas Roble, Michael Neff
IEEE Trans. Vis. Comput. Graph.3
2024 The Impact of Avatar Stylization on Trust
abstract
Virtual Reality (VR) affords great freedom in how one represents themselves in virtual interactions through the selection of different avatars. However, it remains unclear which avatar should be chosen for a given social scenario. Social interaction often relies on the establishment of trust. Are people more likely to trust you if you select a highly realistic avatar or is there flexibility in representation? This work presents a study exploring this question using a high stakes medical scenario. Participants meet three different doctors with three different style levels: realistic, caricatured, and an in-between “Mid” level. Trust ratings are largely consistent across the style levels, but participants were more likely to select doctors with the “Mid” level of stylization for a second opinion. There is a clear preference against one of the three doctor identities, with evidence that this may be related to movement features.
Ryan Canales, Douglas Roble, Michael Neff
VR3
2023 A Comprehensive Review of Data-Driven Co-Speech Gesture Generation
abstract
Abstract Gestures that accompany speech are an essential part of natural and efficient embodied human communication. The automatic generation of such co‐speech gestures is a long‐standing problem in computer animation and is considered an enabling technology for creating believable characters in film, games, and virtual social spaces, as well as for interaction with social robots. The problem is made challenging by the idiosyncratic and non‐periodic nature of human co‐speech gesture motion, and by the great diversity of communicative functions that gestures encompass. The field of gesture generation has seen surging interest in the last few years, owing to the emergence of more and larger datasets of human gesture motion, combined with strides in deep‐learning‐based generative models that benefit from the growing availability of data. This review article summarizes co‐speech gesture generation research, with a particular focus on deep generative models. First, we articulate the theory describing human gesticulation and how it complements speech. Next, we briefly discuss rule‐based and classical statistical gesture synthesis, before delving into deep learning approaches. We employ the choice of input modalities as an organizing principle, examining systems that generate gestures from audio, text and non‐linguistic input. Concurrent with the exposition of deep learning approaches, we chronicle the evolution of the related training data sets in terms of size, diversity, motion quality, and collection method (e.g., optical motion capture or pose estimation from video). Finally, we identify key research challenges in gesture generation, including data availability and quality; producing human‐like motion; grounding the gesture in the co‐occurring speech in interaction with other speakers, and in the environment; performing gesture evaluation; and integration of gesture synthesis into applications. We highlight recent approaches to tackling the various key challenges, as well as the limitations of these approaches, and point toward areas of future development.
Simbarashe Nyatsanga, Taras Kucherenko, Chaitanya Ahuja, Gustav Eje Henter, Michael Neff
Comput. Graph. Forum5
2023 AdaptNet: Policy Adaptation for Physics-Based Character Control
abstract
Motivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet .
Pei Xu 0005, Kaixiang Xie, Sheldon Andrews, Paul G. Kry, Michael Neff, Morgan McGuire, Ioannis Karamouzas, Victor B. Zordan
ACM Trans. Graph.5
2022 Tunable tension for gesture animation
Michael Neff
IVA1
2022 The Perceptual Consistency and Association of the LMA Effort Elements
abstract
Laban Movement Analysis (LMA) and its Effort element provide a conceptual framework through which we can observe, describe, and interpret the intention of movement. Effort attributes provide a link between how people move and how their movement communicates to others. It is crucial to investigate the perceptual characteristics of Effort to validate whether it can serve as an effective framework to support a wide range of applications in animation and robotics that require a system for creating or perceiving expressive variation in motion. To this end, we first constructed an Effort motion database of short video clips of five different motions: walk, sit down, pass, put, wave performed in eight ways corresponding to the extremes of the Effort elements. We then performed a perceptual evaluation to examine the perceptual consistency and perceived associations among Effort elements: Space (Indirect/Direct), Time (Sustained/Sudden), Weight (Light/Strong), and Flow (Free/Bound) that appeared in the motion stimuli. The results of the perceptual consistency evaluation indicate that although the observers do not perceive the LMA Effort element 100% as intended, true response rates of seven Effort elements are higher than false response rates except for light Effort. The perceptual consistency results showed varying tendencies by motion. The perceptual association between LMA Effort elements showed that a single LMA Effort element tends to co-occur with the elements of other factors, showing significant correlation with one or two factors (e.g., indirect and free, light and free).
Hye Ji Kim, Michael Neff, Sung-Hee Lee
ACM Trans. Appl. Percept.2
2021 Evaluating Study Design and Strategies for Mitigating the Impact of Hand Tracking Loss
abstract
Social virtual reality uses motion tracking to place people in virtual environments as animated avatars. Often this tracking only measures the position and orientation of the head and hands, and from this estimates the body pose. Optical hand tracking is an important technology to enable such avatars, but can frequently fail and cause motion errors when the hands are visually obscured. This paper presents three amelioration strategies to handle these errors and demonstrates experimentally that all three are effective in reducing their impact. This setting is also used to explore general issues around study design for motion perception. Different strategies for presenting stimuli and soliciting input are compared. The presence of a simultaneous recall task is shown to reduce but not eliminate sensitivity to motion errors. Finally, it is shown that motion errors are interpreted, at least in part, as a shift in interlocutor personality.
Ylva Ferstl, Rachel McDonnell, Michael Neff
SAP3
2021 Speech2Properties2Gestures: Gesture-Property Prediction as a Tool for Generating Representational Gestures from Speech
abstract
We propose a new framework for gesture generation, aiming to allow data-driven approaches to produce more semantically rich gestures. Our approach first predicts whether to gesture, followed by a prediction of the gesture properties. Those properties are then used as conditioning for a modern probabilistic gesture-generation model capable of high-quality output. This empowers the approach to generate gestures that are both diverse and representational. Follow-ups and more information can be found on the project page: https://svito-zar.github.io/speech2properties2gestures/
Taras Kucherenko, Rajmund Nagy, Patrik Jonell, Michael Neff, Hedvig Kjellström, Gustav Eje Henter
IVA4
2021 ExpressGesture: Expressive gesture generation from speech through database matching
abstract
Abstract Co‐speech gestures are a vital ingredient in making virtual agents more human‐like and engaging. Automatically generated gestures based on speech‐input often lack realistic and defined gesture form. We present a database‐driven approach guaranteeing defined gesture form. We built a large corpus of over 23,000 motion‐captured co‐speech gestures and select individual gestures based on expressive gesture characteristics that can be estimated from speech audio. The expressive parameters are gesture velocity and acceleration, gesture size, arm swivel, and finger extension. Individual, parameter‐matched gestures are then combined into animated sequences. We evaluate our gesture generation system in two perceptual studies. The first study compares our method to the ground truth gestures as well as mismatched gestures. The second study compares our method to five current generative machine learning models. Our method outperformed mismatched gesture selection in the first study and showed competitive performance in the second.
Ylva Ferstl, Michael Neff, Rachel McDonnell
Comput. Animat. Virtual Worlds2
2021 Videoconference and Embodied VR: Communication Patterns Across Task and Medium
abstract
Videoconference has become the dominant technology for remote meetings. Embodied Virtual Reality is a potential alternative that employs motion tracking in order to place people in a shared virtual environment as avatars. This paper describes a 210 participant study focused on behavioral measures that compares multiparty interaction in videoconference and embodied VR across a range of task types: a factual intellective task, a subjective judgment task and two negotiation tasks, one with visual grounding. It uses state-of-the-art body, face and finger tracking to drive the avatars in VR and a carefully matched videoconferencing implementation. Significant behavioral differences are observed. These include increased activity in videoconference related to maintaining the social connection: more person directed gaze and increased verbal and nonverbal backchannel behavior. Videoconference also had reduced conversational overlap, increased self-adaptor gestures and reduced deictic gestures as compared with embodied VR. Potential explanations and implications are discussed.
Ahsan Abdullah 0001, Jan Kolkmeier, Vivian Lo, Michael Neff
Proc. ACM Hum. Comput. Interact.4
2020 Understanding the Predictability of Gesture Parameters from Speech and their Perceptual Importance
abstract
Gesture behavior is a natural part of human conversation. Much work has focused on removing the need for tedious hand-animation to create embodied conversational agents by designing speech-driven gesture generators. However, these generators often work in a black-box manner, assuming a general relationship between input speech and output motion. As their success remains limited, we investigate in more detail how speech may relate to different aspects of gesture motion. We determine a number of parameters characterizing gesture, such as speed and gesture size, and explore their relationship to the speech signal in a two-fold manner. First, we train multiple recurrent networks to predict the gesture parameters from speech to understand how well gesture attributes can be modeled from speech alone. We find that gesture parameters can be partially predicted from speech, and some parameters, such as path length, being predicted more accurately than others, like velocity. Second, we design a perceptual study to assess the importance of each gesture parameter for producing motion that people perceive as appropriate for the speech. Results show that a degradation in any parameter was viewed negatively, but some changes, such as hand shape, are more impactful than others. A video summarization can be found at https://youtu.be/aw6-_5kmLjY.
Ylva Ferstl, Michael Neff, Rachel McDonnell
IVA2
2020 Adversarial gesture generation with realistic gesture phasing
Ylva Ferstl, Michael Neff, Rachel McDonnell
Comput. Graph.2
2019 A Virtual and Interactive Light-Art-Like Representation of Human Silhouette
abstract
Light art represents various objects by a light stroke drawn in the air. It takes about 10 to 30 seconds to create a light art picture. We could create a light art movie by binding a set of pictures; however, it is a time-consuming task because we need a large number of frames to create a movie and difficult because a person would need to author a sequence of temporally consistent frames. To solve this problem, we are developing a virtual and interactive light-art-like system. This system extracts edges of human bodies from depth information and then applies a point-to-curve algorithm to mimic hand-drawn figures. Finally, the system applies neon-like drawing and a visual effect on the figures and displays them in real-time. This paper also introduces our artwork produced with this system, and a user evaluation that shows that the artwork conveyed happiness and excitement to the audience.
Momoko Tsuchiya, Takayuki Itoh, Michael Neff
CW3
2019 The Impact of Multi-character Story Distribution and Gesture on Children's Engagement
Harrison Jesse Smith, Brian K. Riley, Lena Reed, Vrindavan Harrison, Marilyn A. Walker, Michael Neff
ICIDS6
2019 Multi-objective adversarial gesture generation
abstract
Applications for conversational virtual agents are on the rise, but producing realistic non-verbal behavior for spoken utterances remains an unsolved problem. We explore the use of a generative adversarial training paradigm to map speech to 3D gesture motion. We define the gesture generation problem as a series of smaller sub-problems, including plausible gesture dynamics, realistic joint configurations, and diverse and smooth motion. Each sub-problem is monitored by separate adversaries. For the problem of enforcing realistic gesture dynamics in our output, we train a classifier to automatically detect gesture phases. We find adversarial training to be superior to the use of a standard regression loss and discuss the benefit of each of our training objectives. We recorded a dataset of over 6 hours of natural, unrehearsed speech with high-quality motion capture, as well as audio and video recording.
Ylva Ferstl, Michael Neff, Rachel McDonnell
MIG2
2019 Spring Rigs for Skinning
abstract
Animation tools have benefited greatly from advances in skinning and surface deformation techniques, yet it still remains difficult to author articulated character animations that display the free and highly expressive shape change that characterize hand-drawn animation. We present a new skinning representation that allows skeletal deformation and more flexible shape control to be combined in a single framework, along with an intuitive, sketch-based interface. Our approach offers the convenience of skeletal control and smooth skinning with the functionality to embed surface deformation and animation as a core component of the skinning technique. The approach binds vertices to attachment points on the skeleton, defining a vector from bone to surface. Three types of springs are defined: intervertex springs help maintain surface relationships, springs from vertices to the attachment point help maintain appropriate bone offsets, and torsion springs around these attachment vectors help with deformation control as bones rotate. Edits to the mesh surface can also be represented by varying the radial length and direction of these vectors, enabling a new range of expressive power. Use of sketch-based interfaces and graphics hardware make both skeletal and mesh deformation simple to control and fast enough for interactive use.
Nicholas Toothman, Michael Neff
MIG2
2019 The Impact of Avatar Tracking Errors on User Experience in VR
abstract
There is evidence that adding motion-tracked avatars to virtual environments increases users' sense of presence. High quality motion capture systems are cost sensitive for the average user and low cost resource-constrained systems introduce various forms of error to the tracking. Much research has looked at the impact of particular kinds of error, primarily latency, on factors such as body ownership, but it is still not known what level of tracking error is permissible in these systems to afford compelling social interaction. This paper presents a series of experiments employing a sizable subject pool (n=96) that study the impact of motion tracking errors on user experience for activities including social interaction and virtual object manipulation. Diverse forms of error that arise in tracking are examined, including latency, popping (jumps in position), stuttering (positions held in time) and constant noise. The focus is on error on a person's own avatar, but some conditions also include error on an interlocutor, which appears underexplored. The picture that emerges is complex. Certain forms of error impact performance, a person's sense of embodiment' enjoyment and perceived usability, while others do not. Notably, evidence was not found that tracking errors impact social presence, even when those errors are severe.
Nicholas Toothman, Michael Neff
VR2
2018 Communication Behavior in Embodied Virtual Reality
abstract
Embodied virtual reality faithfully renders users' movements onto an avatar in a virtual 3D environment, supporting nuanced nonverbal behavior alongside verbal communication. To investigate communication behavior within this medium, we had 30 dyads complete two tasks using a shared visual workspace: negotiating an apartment layout and placing model furniture on an apartment floor plan. Dyads completed both tasks under three different conditions: face-to-face, embodied VR with visible full-body avatars, and no embodiment VR, where the participants shared a virtual space, but had no visible avatars. Both subjective measures of users' experiences and detailed annotations of verbal and nonverbal behavior are used to understand how the media impact communication behavior. Embodied VR provides a high level of social presence with conversation patterns that are very similar to face-to-face interaction. In contrast, providing only the shared environment was generally found to be lonely and appears to lead to degraded communication.
Harrison Jesse Smith, Michael Neff
CHI2
2017 Pedagogical Agents to Support Embodied, Discovery-Based Learning
Ahsan Abdullah 0001, Mohammad Adil, Leah F. Rosenbaum, Miranda Clemmons, Mansi Shah, Dor Abrahamson, Michael Neff
IVA7
2017 Foreword to the Special Section on Motion in Games 2016
Hubert P. H. Shum, Michael Neff, Ronan Boulic
Comput. Graph.2
2017 Mimebot - Investigating the Expressibility of Non-Verbal Communication Across Agent Embodiments
abstract
Unlike their human counterparts, artificial agents such as robots and game characters may be deployed with a large variety of face and body configurations. Some have articulated bodies but lack facial features, and others may be talking heads ending at the neck. Generally, they have many fewer degrees of freedom than humans through which they must express themselves, and there will inevitably be a filtering effect when mapping human motion onto the agent. In this article, we investigate filtering effects on three types of embodiments: (a) an agent with a body but no facial features, (b) an agent with a head only, and (c) an agent with a body and a face. We performed a full performance capture of a mime actor enacting short interactions varying the non-verbal expression along five dimensions (e.g., level of frustration and level of certainty) for each of the three embodiments. We performed a crowd-sourced evaluation experiment comparing the video of the actor to the video of an animated robot for the different embodiments and dimensions. Our findings suggest that the face is especially important to pinpoint emotional reactions but is also most volatile to filtering effects. The body motion, on the other hand, had more diverse interpretations but tended to preserve the interpretation after mapping and thus proved to be more resilient to filtering.
Simon Alexanderson, Carol O'Sullivan, Michael Neff, Jonas Beskow
ACM Trans. Appl. Percept.3
2017 PERFORM: Perceptual Approach for Adding OCEAN Personality to Human Motion Using Laban Movement Analysis
abstract
A major goal of research on virtual humans is the animation of expressive characters that display distinct psychological attributes. Body motion is an effective way of portraying different personalities and differentiating characters. The purpose and contribution of this work is to describe a formal, broadly applicable, procedural, and empirically grounded association between personality and body motion and apply this association to modify a given virtual human body animation that can be represented by these formal concepts. Because the body movement of virtual characters may involve different choices of parameter sets depending on the context, situation, or application, formulating a link from personality to body motion requires an intermediate step to assist generalization. For this intermediate step, we refer to Laban Movement Analysis, which is a movement analysis technique for systematically describing and evaluating human motion. We have developed an expressive human motion generation system with the help of movement experts and conducted a user study to explore how the psychologically validated OCEAN personality factors were perceived in motions with various Laban parameters. We have then applied our findings to procedurally animate expressive characters with personality, and validated the generalizability of our approach across different models and animations via another perception study.
Funda Durupinar, Mubbasir Kapadia, Susan Deutsch, Michael Neff, Norman I. Badler
ACM Trans. Graph.4
2017 Understanding the impact of animated gesture performance on personality perceptions
abstract
Applications such as virtual tutors, games, and natural interfaces increasingly require animated characters to take on social roles while interacting with humans. The effectiveness of these applications depends on our ability to control the social presence of characters, including their personality. Understanding how movement impacts the perception of personality allows us to generate characters more capable of fulfilling this social role. The two studies described herein focus on gesture as a key component of social communication and examine how a set of gesture edits, similar to the types of changes that occur during motion warping, impact the perceived personality of the character. Surprisingly, when based on thin-slice gesture data, people's judgments of character personality mainly fall in a 2D subspace rather than independently impacting the full set of traits in the standard Big Five model of personality. These two dimensions areplasticity, which includes extraversion and openness, andstability, which includes emotional stability, agreeableness, and conscientiousness. A set of motion properties is experimentally determined that impacts each of these two traits. We show that when these properties are systematically edited in new gesture sequences, we can independently influence the character's perceived stability and plasticity (and the corresponding Big Five traits), to generate distinctive personalities. We identify motion adjustments salient to each judgment and, in a series of perceptual studies, repeatedly generate four distinctly perceived personalities. The effects extend to novel gesture sequences and character meshes, and even largely persist in the presence of accompanying speech. This paper furthers our understanding of how gesture can be used to control the perception of personality and suggests both the potential and possible limits of motion editing approaches.
Harrison Jesse Smith, Michael Neff
ACM Trans. Graph.2
2016 A Parameterized Schema for Representing Complex Gesture Forms
Huaguang Song, Michael Neff
IVA2
2016 A Corpus of Gesture-Annotated Dialogues for Monologue-to-Dialogue Generation from Personal Narratives
Zhichao Hu, Michelle Dick, Chung-Ning Chang, Kevin Bowden, Michael Neff, Jean E. Fox Tree, Marilyn A. Walker
LREC5
2016 A Verbal and Gestural Corpus of Story Retellings to an Expressive Embodied Virtual Character
Jackson Tolins, Kris Liu, Michael Neff, Marilyn A. Walker, Jean E. Fox Tree
LREC3
2016 A Multimodal Motion-Captured Corpus of Matched and Mismatched Extravert-Introvert Conversational Pairs
Jackson Tolins, Kris Liu, Yingying Wang 0004, Jean E. Fox Tree, Marilyn A. Walker, Michael Neff
LREC6
2016 Analysis in support of realistic timing in animated fingerspelling
abstract
American Sign Language (ASL) fingerspelling is the act of spelling a word letter-by-letter when a specific sign does not exist to represent it. Synthesizing intelligible ASL, which includes fingerspelling as an integral part, is important to create signing virtual characters for training and communicating in virtual environments or further applications. The rhythm and speed of fingerspelling play a large role in how well fingerspelling is understood. Using motion capture technologies, we record fingerspelling and analyze timing information about letters in the words. Our goal is to identify fingerspelling timing information and use it to create fingerspelling animations that are natural and understandable.
Nkenge Wheatland, Ahsan Abdullah 0001, Michael Neff, Sophie Jörg, Victor B. Zordan
VR3
2016 Walk the talk: coordinating gesture with locomotion for conversational characters
abstract
Abstract Communicative behaviors are a very important aspect of human behavior and deserve special attention when simulating groups and crowds of virtual pedestrians. Previous approaches have tended to focus on generating believable gestures for individual characters and talker‐listener behaviors for static groups. In this paper, we consider the problem of creating rich and varied conversational behaviors for data‐driven animation of walking and jogging characters. We captured ground truth data of participants conversing in pairs while walking and jogging. Our stylized splicing method takes as input a motion captured standing gesture performance and a set of looped full body locomotion clips. Guided by the ground truth metrics, we perform stylized splicing and synchronization of gesture with locomotion to produce natural conversations of characters in motion. Copyright © 2016 John Wiley & Sons, Ltd.
Yingying Wang 0004, Kerstin Ruhland, Michael Neff, Carol O'Sullivan
Comput. Animat. Virtual Worlds3
2016 Two Techniques for Assessing Virtual Agent Personality
abstract
Personality can be assessed with standardized inventory questions with scaled responses such as “How extraverted is this character?” or with open-ended questions assessing first impressions, such as “What personality does this character convey?” Little is known about how the two methods compare to each other, and even less is known about their use in the personality assessment of virtual agents. We tested what personality virtual agents conveyed through gesture alone when the agents were programmed to display introversion versus extraversion (Experiment 1) and high versus low emotional stability (Experiment 2). In Experiment 1, both measures indicated participants perceived the extraverted agent as extraverted, but the open-question technique highlighted the perception of both agents as highly agreeable whereas the inventory indicated that the extraverted agents were also perceived as more open to new experiences. In Experiment 2, participants perceived agents expressing high versus low emotional stability differently depending on assessment style. With inventory questions, the agents differed on both emotional stability and agreeableness. With the open-ended question, participants perceived the high stability agent as extraverted and the low stability agent as disagreeable. Inventory and open-ended questions provide different information about what personality virtual agents convey and both may be useful in agent development.
Kris Liu, Jackson Tolins, Jean E. Fox Tree, Michael Neff, Marilyn A. Walker
IEEE Trans. Affect. Comput.4
2016 Assessing the Impact of Hand Motion on Virtual Character Personality
abstract
Designing virtual characters that are capable of conveying a sense of personality is important for generating realistic experiences, and thus a key goal in computer animation research. Though the influence of gesture and body motion on personality perception has been studied, little is known about which attributes of hand pose and motion convey particular personality traits. Using the “Big Five” model as a framework for evaluating personality traits, this work examines how variations in hand pose and motion impact the perception of a character's personality. As has been done with facial motion, we first study hand motion in isolation as a requirement for running controlled experiments that avoid the combinatorial explosion of multimodal communication (all combinations of facial expressions, arm movements, body movements, and hands) and allow us to understand the communicative content of hands. We determined a set of features likely to reflect personality, based on research in psychology and previous human motion perception work: shape, direction, amplitude, speed, and manipulation. Then we captured realistic hand motion varying these attributes and conducted three perceptual experiments to determine the contribution of these attributes to the character's personalities. Both hand poses and the amplitude of hand motion affected the perception of all five personality traits. Speed impacted all traits except openness. Direction impacted extraversion and openness. Manipulation was perceived as an indicator of introversion, disagreeableness, neuroticism, and less openness to experience. From these results, we generalize guidelines for designing detailed hand motion that can add to the expressiveness and personality of characters. We performed an evaluation study that combined hand motion with gesture and body motion. Even in the presence of body motion, hand motion still significantly impacted the perception of a character's personality and could even be the dominant factor in certain situations.
Yingying Wang 0004, Jean E. Fox Tree, Marilyn A. Walker, Michael Neff
ACM Trans. Appl. Percept.4
2015 Storytelling Agents with Personality and Adaptivity
Marilyn A. Walker, Michael Neff, Jean E. Fox Tree
IVA3
2015 Deep signatures for indexing and retrieval in large motion databases
abstract
Data-driven motion research requires effective tools to compress, index, retrieve and reconstruct captured motion data. In this paper, we present a novel method to perform these tasks using a deep learning architecture. Our deep autoencoder, a form of artificial neural network, encodes motion segments into "deep signatures". This signature is formed by concatenating signatures for functionally different parts of the body. The deep signature is a highly condensed representation of a motion segment, requiring only 20 bytes, yet still encoding high level motion features. It can be used to produce a very compact representation of a motion database that can be effectively used for motion indexing and retrieval, with a very small memory footprint. Database searches are reduced to low cost binary comparisons of signatures. Motion reconstruction is achieved by fixing a "deep signature" that is missing a section using Gibbs Sampling. We tested both manually and automatically segmented motion databases and our experiments show that extracting the deep signature is fast and scales well with large databases. Given a query motion, similar motion segments can be retrieved at interactive speed with excellent match quality.
Yingying Wang 0004, Michael Neff
MIG2
2015 State of the Art in Hand and Finger Modeling and Animation
abstract
Abstract The human hand is a complex biological system able to perform numerous tasks with impressive accuracy and dexterity. Gestures furthermore play an important role in our daily interactions, and humans are particularly skilled at perceiving and interpreting detailed signals in communications. Creating believable hand motions for virtual characters is an important and challenging task. Many new methods have been proposed in the Computer Graphics community within the last years, and significant progress has been made towards creating convincing, detailed hand and finger motions. This state of the art report presents a review of the research in the area of hand and finger modeling and animation. Starting with the biological structure of the hand and its implications for how the hand moves, we discuss current methods in motion capturing hands, data‐driven and physics‐based algorithms to synthesize their motions, and techniques to make the appearance of the hand model surface more realistic. We then focus on areas in which detailed hand motions are crucial such as manipulation and communication. Our report concludes by describing emerging trends and applications for virtual hand animation.
Nkenge Wheatland, Yingying Wang 0004, Huaguang Song, Michael Neff, Victor B. Zordan, Sophie Jörg
Comput. Graph. Forum4
2014 Evaluating Personality Trait Attribution Based on Gestures by Virtual Agents
Kris Liu, Jackson Tolins, Jean E. Fox Tree, Marilyn A. Walker, Michael Neff
CogSci5
2014 Design and evaluation of a sketch-based gesture animation tool
abstract
Hand gestures are one of the most important components of nonverbal communication, conveying both affective and pragmatic information. They involve the path the hand takes through space, the orientation of the hand and the shape of the hand over time, the latter defined by the angles of the finger joints. Being able to rapidly produce gesture animation is important for two distinct tasks. First, it is important for authoring animations when characters are in conversation, a very common task. Second, there is a growing set of animation tools that are designed to create motion for characters that can gesture autonomously in interactive settings and games [Thiebaux et al. 2008; Heloir and Kipp 2009; van Welbergen et al. 2010; Neff et al. 2008]. These tools generally rely on libraries of gesture animations and it is important to be able to generate large numbers of such animations quickly and at low cost in order to build libraries for particular characters and tasks. This paper presents a tool designed to achieve both goals.
Huaguang Song, Michael Neff
MIG2
2013 Judging IVA Personality Using an Open-Ended Question
Kris Liu, Jackson Tolins, Jean E. Fox Tree, Marilyn A. Walker, Michael Neff
IVA5
2013 An Examination of Whether People Prefer Agents Whose Gestures Mimic Their Own
Pengcheng Luo, Victor Ng-Thow-Hing, Michael Neff
IVA3
2013 The Influence of Prosody on the Requirements for Gesture-Text Alignment
Yingying Wang 0004, Michael Neff
IVA2
2013 A system for automatic animation of piano performances
abstract
ABSTRACT Playing the piano requires one to precisely position one's hand in order to strike particular combinations of keys at specific moments in time. This paper presents the first system for automatically generating three‐dimensional animations of piano performance, given an input midi music file. A graph theory‐based motion planning method is used to decide which set of fingers should strike the piano keys for each chord. As the progression of the music is anticipated, the positions of unused fingers are calculated to make possible efficient fingering of future notes. Initial key poses of the hands, including those for complex piano techniques such as crossovers and arpeggio, are determined on the basis of the finger positions and piano theory. An optimization method is used to refine these poses, producing a natural and minimal energy pose sequence. Motion transitions between poses are generated using a combination of sampled piano playing motion and music features, allowing the system to support different playing styles. Our approach is validated through direct comparison with actual piano playing and simulation of a complete music piece requiring various playing skills. Extensions of our system are discussed. Copyright © 2012 John Wiley & Sons, Ltd.
Yuanfeng Zhu, Ajay Sundar Ramakrishnan, Bernd Hamann, Michael Neff
Comput. Animat. Virtual Worlds4
2012 Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input
Chris Kang, Nkenge Wheatland, Michael Neff, Victor B. Zordan
MIG3
2012 A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters
Pengcheng Luo, Michael Neff
MIG2
2012 Interactive Quadruped Animation
Tyler Martin, Michael Neff
MIG2
2011 Analytic proportional-derivative control for precise and compliant motion
abstract
Precise control with proportional-derivative (PD) control generally requires stiffness. The proposed method determines critically damped PD control trajectories that precisely obtain target position and velocity constraints for arbitrary initial conditions. An analytic solution provides the PD control parameters, thereby determining the required impedance. The resulting controller precisely interpolates the target state by solving the full boundary-value problem. Control parameters are time-invariant, and need only be recomputed if the system diverges from the computed trajectory due to unexpected forces or noise. The resulting method provides control with automatically determined compliance, yielding natural response to perturbation.
Brian F. Allen, Michael Neff, Petros Faloutsos
ICRA2
2011 Don't Scratch! Self-adaptors Reflect Emotional Stability
Michael Neff, Nicholas Toothman, Robeson Bowmani, Jean E. Fox Tree, Marilyn A. Walker
IVA1
2010 Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents
Michael Neff, Yingying Wang 0004, Rob Abbott, Marilyn A. Walker
IVA1
2010 Pose Control in Dynamic Conditions
Brian F. Allen, Michael Neff, Petros Faloutsos
MIG2
2009 Augmenting Gesture Animation with Motion Capture Data to Provide Full-Body Engagement
Pengcheng Luo, Michael Kipp, Michael Neff
IVA3
2008 Automatic Torso Engagement for Gesturing Characters
Michael Neff
IVA1
2008 Gesture modeling and animation based on a probabilistic re-creation of speaker style
abstract
Animated characters that move and gesticulate appropriately with spoken text are useful in a wide range of applications. Unfortunately, this class of movement is very difficult to generate, even more so when a unique, individual movement style is required. We present a system that, with a focus on arm gestures, is capable of producing full-body gesture animation for given input text in the style of a particular performer. Our process starts with video of a person whose gesturing style we wish to animate. A tool-assisted annotation process is performed on the video, from which a statistical model of the person's particular gesturing style is built. Using this model and input text tagged with theme, rheme and focus, our generation algorithm creates a gesture script. As opposed to isolated singleton gestures, our gesture script specifies a stream of continuous gestures coordinated with speech. This script is passed to an animation system, which enhances the gesture description with additional detail. It then generates either kinematic or physically simulated motion based on this description. The system is capable of generating gesture animations for novel text that are consistent with a given performer's style, as was successfully validated in an empirical user study.
Michael Neff, Michael Kipp, Irene Albrecht, Hans-Peter Seidel
ACM Trans. Graph.1
2007 Towards Natural Gesture Synthesis: Evaluating Gesture Units in a Data-Driven Approach to Gesture Synthesis
Michael Kipp, Michael Neff, Kerstin H. Kipp, Irene Albrecht
IVA2
2007 Layered Performance Animation with Correlation Maps
abstract
Abstract Performance has a spontaneity and “aliveness” that can be difficult to capture in more methodical animation processes such as keyframing. Access to performance animation has traditionally been limited to either low degree of freedom characters or required expensive hardware. We present a performance‐based animation system for humanoid characters that requires no special hardware, relying only on mouse and keyboard input. We deal with the problem of controlling such a high degree of freedom model with low degree of freedom input through the use of correlation maps which employ 2D mouse input to modify a set of expressively relevant character parameters. Control can be continuously varied by rapidly switching between these maps. We present flexible techniques for varying and combining these maps and a simple process for defining them. The tool is highly configurable, presenting suitable defaults for novices and supporting a high degree of customization and control for experts. Animation can be recorded on a single pass, or multiple layers can be used to increase detail. Results from a user study indicate that novices are able to produce reasonable animations within their first hour of using the system. We also show more complicated results for walking and a standing character that gestures and dances.
Michael Neff, Irene Albrecht, Hans-Peter Seidel
Comput. Graph. Forum1
2006 Methods for exploring expressive stance
Michael Neff, Eugene Fiume
Graph. Model.1
2005 Predictive Feedback for Interactive Control of Physics-based Characters
abstract
Interactive control of a physically simulated character is a challenging problem, due both to the complexity of controlling multiple degrees of freedom with lower dimensional input and because many interesting motions lie on the fringes of character stability. This paper addresses these problems using a novel technique called predictive feedback, where a glimpse into the near future for a few sample inputs is continuously presented to the animator.
Joe Laszlo, Michael Neff
Comput. Graph. Forum2
1999 A Visual Model For Blast Waves and Francture
Michael Neff, Eugene Fiume
Graphics Interface1