Premium
Autonomous social gaze model for an interactive virtual character in real‐life settings
Author(s) -
Yumak Zerrin,
Brink Bram,
Egges Arjan
Publication year - 2017
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.1757
Subject(s) - gaze , character (mathematics) , computer science , situated , ground truth , human–computer interaction , artificial intelligence , virtual machine , geometry , mathematics , operating system
This paper presents a gaze behavior model for an interactive virtual character situated in the real world. We are interested in estimating which user has an intention to interact, in other words which user is engaged with the virtual character. The model takes 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 real setting, we analyze which features have higher importance. We found that the model with weighted features correlates better with the ground‐truth data.