Computer Animation Negus(CAN), a research
and development group at Curtin whose
aim is to provide
a sophisticated environment for animation work at
the undergraduate, post-graduate and commercial level.
As penance, he is developing the
- a large scale Java-based graphical mentoring system.
He has been known to wear
shoes.
He is also forced to beat many
research students to get them to work.
Madness reigns.
Simon Beard
is a
PhD student
in the
Department of Computing
at the
Curtin University of Technology
- Perth Western Australia.
His research draws upon areas such as:
- Metaphors and HCI.
- Chatterbots, interface agents and talking heads.
- Search engines, vortals, and portals.
- Technologies and standards such as XML and MPEG-7.
The culmination of these areas is the MetaFace project. See Simon's
candidacy document
for more information.
MetaFace is a combination of many existing technologies designed to bring a new metaphor and metaphor-enabling
framework to the Internet. The aim is to reduce complexity and make finding information easier, as interaction
is based on anthropomorphic (human-like) concepts.
| Hanadi G. Haddad
www:http://www.computing.edu.au/~hanadi
email: hanadi77@hotmail.com
|
Hanadi G. Haddad
is currently enrolled in a M.A. Design (previously B.A Multimedia with Honours
nd
Dip. Art and Design (Multimedia) ).
Her Master's aim are to:
to produce a body of knowledge that will outline the elements of what makes a successful
character/agent and identify the
difficulties, benefits and opportunities of applying character/agents in interactive experiences.
This investigation is aimed to
assist the designer in being aware of these elements. It will allow them to make more informed
decisions on whether to include
or exclude character/agents when designing an interactive experience and how to make these
character/agents fulfil their
required role more effectively. This is important for both economic development and cultural / community
appropriateness reasons.
And her objectives are:
To define the meanings of character/agents- believable agent, autonomous agent, artificial
agent, intelligent agent,
broad agent, avatar, virtual character, representations, and what schools of thought use
those definitions.
To outline existing fields of Human Computer Interaction that use character/agents.
To examine character/agent representation and the impact on the effectiveness engagement. The
examination of
established examples of characters and the effect of the varying level of abstraction and
realism in the representation.
What makes certain character/agents in virtual environments more successful and engaging than
others? What are the
factors? How and why do they contribute to the effectiveness?
To investigate why people have a tendency to anthropomorphise to come to terms with
experiences they don?t
understand.
To case study and participate in a project from a communication design discipline
perspective. The group is investigating
the creation of a ?Talking Head? for the purpose of mediating human-computer interaction.
Russell Shepherdson
www:http://www.computing.edu.au/~shepherd
email: shepherd@cs.curtin.edu.au
|
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Russell Shepherdson
Honours Research: The Personality of a Talking Head
As far as facial gestures are concerned, the FAITH talking head (TH) does nothing
but move its mouth when it speaks to the user.
The TH needs to exhibit behaviour that is temporal, dynamic and has the lifelike,
somewhat unpredictable feel of human behaviour.
The outcome of the research work is an emotionally expressive talking head
with a personality and mood consistent with the author's goals and intentions.
Implementation:
From our research, we have concluded that the facial expressions and gestures in
the following table contribute to the human perception of personality.
To allow for the specification of a specific personality, we have provided a set of
high-level parameters (for each facial feature) that sit on the facial animation
parameter (FAP) set.
For example, the parameter set for head turning includes:
- the max and min speed for each head turn
- the variance of the head turn speed
- the max and min values of head yaw (these directly relate to the head yaw FAP value)
- the max and min values of head pitch (these directly relate to the head pitch FAP value)
- and the number of frames to do a complete head turn.
Yehuda Levy
www:http://www.computing.edu.au/~levyy
email: levyy@cs.curtin.edu.au
|
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Yehuda Levy
Honours Research: WebFAITH (Web-based Facial Animated Interactive Talking-Head)
The current implementation of FAITH runs either locally, or through a dedicated
client-server application. This requires the installation of the client on the end-users'
machine, severely limiting the widespread use of the application.
The current global communication environment is the Internet, the Web in particular.
Unless FAITH will be able to run inside an ordinary Web-browser,
it will never reach the mass audience it deserves, nor be able to
integrate with the content of the Web, i.e. as a customer-service agent or a virtual salesperson.
FAITH is currently platform-dependant. To run on the Web it needs at least a platform-independent
interface to the browser, such as Java. However, in order for it to run fastest
and with minimal code re-writing, the use of native code is important.
A trade-off exists between the use of Java and native code.
The TH runs in a GL drawing area, implemented inside a Java applet.
The GL rendering and 95% of the application is still implemented in native code.
To achieve this, GL4Java is used as the interface for obtaining the native
GL area from from an applet. Only the minimal GL4Java code is used (based on GLContext),
which is converted to a DLL (for Windows).
5 other DLLs are created from a stripped-down version of FAITH.
The 6 DLLs, zipped together with the HTML and the Java applet, can be automatically
downloaded and installed from the HTML code. Once installed they can be used for playing any TH file.
John Stallo
www:http://www.computing.edu.au/~stalloj
email: stalloj@cs.curtin.edu.au
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John Stallo is enrolled as an Honours student in the
Department of Computing, at
Curtin University of Technology.
He is interested in simulating the effects of emotion on speech for the Text-to-Speech module of a Talking Head.
A significant portion of the project involves implementing an XML-based speech markup language. The markup language will have
low-level tags to control speech parameters such as pitch, rate, emphasis etc. The simulation of a particular
emotion will be specified via higher level tags.
The main aims of the project are:
- To develop a system that can add simulated emotion effects to synthetic speech. This
involves researching the speech correlates of emotion that have been identified in the literature.
The findings will be applied to the control parameters available in a speech synthesizer, allowing
a specified emotion to be simulated using rules controlling the parameters.
- To integrate the system within the text-to-speech module of the Talking Head being developed as
part of the Interface project.
Project Quick-Links:
- Main Honours Project Page
- Honours Project Proposal
- Speech Samples
- via Interface site
- via my Homepage

Bernhard Tschirren
www:http://www.computing.edu.au/~tschirre
email: tschirre@cs.curtin.edu.au
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Bernhard Tschirren is enrolled as an Honours student in the
Department of Computing, at
Curtin University of Technology.
His thesis is
Simulating the Appearance of Human Hair in a Realtime Facial Animation System
Previous Techniques all plant roots and grow individual hair strands.
Two significant problems:
- Too Much Data: Head has 100,000 to 150,000 hairs. If each hair were simulated by a chain of 32 cylinders, and each cylinder were represented using 32 triangles, then hairs would have to be modeled using 102,400,000 triangles. To render this amount of geometry at 15 frames per second, a system would need to achieve at least 1536 triangles per second.
- Aliasing: Each hair strand is typically less than a pixel wide. The solution is to use some kind of super-sampling technique. However, this makes the hair look unusually smooth and flat.
Proposed Technique
Solution aims to cheat. That is, it intends to simulate the appearance of hair without simulating each individual strand.
Tries to simulate the Painters Effect, where the illusion of detail in the scene is far beyond the resolution of the image.
This effect can be created by applying texture maps to geometry to simulate the appearance of hair:
-
Geometry Generation: The geometry generation involves producing vertices, faces and texture coordinates, such that they represent a hairstyle. The hair surface need not be flat and continuous. A better solution would be to create a set of interwoven faces, that when textured appear to be solid. For example, trees in a landscape simulator are usually modelled using two intersecting rectangular faces. Each face is textured by a profile view of the tree. The result is the appearance of a three dimensional tree, without actually modelling all the details of the tree.
- Texture Generation: Produce a set of texture maps that can be applied to the geometry. Created using procedural techniques that can reproduce the painters effect. They must capture the essence of hair, while being very low resolution. Research into art and painting techniques is looking very promising.
Quoc Hung Huynh
www:http://www.computing.edu.au/~huynhqh
email: huynhqh@cs.curtin.edu.au
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Quoc Hung Huynh has for his Honours research the
evaluation into the validity and implementation of a virtual news
presenter for broadcast multimedia
The above sited project is to be supervised by Andrew Marriott, and will involve the investigation
of a
virtual news presenter (VNP) package to allow an animated floating head to present information
supplied from multiple sources, such as text files in a typical news presenter manner. The VNP
package
will allow the output of video data such that it can be either pre-recorded or displayed live onto
existing broadcasting hardware. The VNP package is to be developed in conjunction with the school
of
vision and learning and channel 31 broadcasting. It is foreseen that the VNP package will provide
the
mechanism for channel 31 broadcasting to present factual information on their broadcasting network
in
a unique and innovative manner.
The project will involve the investigation of current facial animation technology and text to
speech
synthesis (TTSS), including the current work developed by the Computer Animation Negus (CAN),
specifically the talking faqbot application. This project will work in conjunction with other
similar
projects dealing with facial animation. Typically, the supplementary projects will look at
increasing the
quality of TTSS, quicker rendering time and the addition of a synthetic character persona.