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2010 | Buch

Gesture in Embodied Communication and Human-Computer Interaction

8th International Gesture Workshop, GW 2009, Bielefeld, Germany, February 25-27, 2009, Revised Selected Papers

herausgegeben von: Stefan Kopp, Ipke Wachsmuth

Verlag: Springer Berlin Heidelberg

Buchreihe : Lecture Notes in Computer Science

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Über dieses Buch

The International Gesture Workshops (GW) are interdisciplinary events for those researching gesture-based communication across the disciplines. The focus of these events is a shared interest in understanding gestures and sign language in their many facets, and using them for advancing human–machine interaction. Since 1996, International Gesture Workshops have been held roughly every second year, with fully reviewed proceedings published by Springer. The International Gesture Workshop GW 2009 was hosted by Bielefeld University’s Center for Interdisciplinary Research (ZiF – Zentrum für interdisziplinäre Forschung) during February 25–27, 2009. Like its predecessors, GW 2009 aimed to provide a platform for participants to share, discuss, and criticize recent and novel research with a multidisciplinary audience. More than 70 computer scientists, linguistics, psychologists, neuroscientists as well as dance and music scientists from 16 countries met to present and exchange their newest results under the umbrella theme “Gesture in Embodied Communication and Human–Computer Interaction. ” Consistent with the steady growth of research activity in this area, a large number of high-quality submissions were received, which made GW 2009 an exciting and important event for anyone interested in gesture-related technological research relevant to human–computer interaction. In line with the practice of previous gesture workshops, presenters were invited to submit theirs papers for publication in a subsequent peer-reviewed publication of high quality. The present book is the outcome of this effort. Representing the research work from eight countries, it contains a selection of 28 thoroughly reviewed articles.

Inhaltsverzeichnis

Frontmatter

Analysis of Gesture

The Role of Iconic Gestures in Production and Comprehension of Language: Evidence from Brain and Behavior
Abstract
Speakers in all cultures and ages use gestures as they speak (i.e., cospeech gestures). There have been different views in the literature with regard to whether and how a specific type of gestures speakers use, i.e., iconic gestures, interacts with language processing. Here I review evidence showing that iconic gestures are not produced merely from the spatial and/or motoric imagery but from an in interface representation of imagistic and linguistic representation during online speaking Similarly, for comprehension, neuroimaging and behavioral studies indicate that speech and gesture influences semantic processing of each other during online comprehension. These findings show overall that processing of information in both modalities interacts during both comprehension and production of language arguing against models that propose independent processing of each modality. They also have implications for AI models that aim to simulate cospeech gesture use in conversational agents.
Asli Özyürek
Speakers’ Use of Interactive Gestures as Markers of Common Ground
Abstract
This study experimentally manipulates common ground (the knowledge, beliefs and assumptions interlocutors mutually share [6]) and measures the effect on speakers’ use of interactive gestures to mark common ground. The data consist of narratives based on a video of which selected scenes were known to both speaker and addressee (common ground condition) or to only the speaker (no common ground condition). The analysis focuses on those interactive gestures that have been described in the literature as ‘shared information gestures’ [4]. The findings provide experimental evidence that certain interactive gestures are indeed linked to common ground. Further, they show that speakers seem to employ at least two different forms of shared knowledge gestures. This difference in form appears to be linked to speakers’ use of gesture in the grounding process, as addressees provided feedback more frequently in response to one of the gesture types.
Judith Holler
Gesture Space and Gesture Choreography in European Portuguese and African Portuguese Interactions: A Pilot Study of Two Cases
Abstract
This pilot study focuses on aspects of cultural variation in cospeech gestures in two interactions with Angolan and European Portuguese participants. The elements compared are gesture features - extension, drawn path, articulation points - and generated gesture spaces. Posture, interpersonal distance and other speech-correlated movements were taken into account as essential parameters for the definition of different kinds of physical spaces. Some differences were obvious: gestures performed by Angolan speakers were articulated at the levels of the shoulders, elbows and wrists, thus tracing considerable larger angles than those traced by gestures performed by Portuguese speakers. As the Angolan participants sit close to one another, their extended arms constantly invade the other participants’ personal spaces.
Isabel Galhano Rodrigues

Concepts of Gesture

The Embodied Morphemes of Gaze
Abstract
The paper presents some empirical studies aimed at singling out the meanings of specific items of gaze and of some of their parameters. It argues that the values on some parameters of gaze items are not comparable to phonemes in a verbal language, but rather to morphemes, since by themselves they convey some specific meanings. The different positions of the upper and lower eyelids are combined and the meanings conveyed by their possible values are investigated. It is found that wide open upper eyelids and raised lower eyelids convey activation and effort, while half open and half closed upper eyelids convey de-activation and relaxation. These embodied morphemes, stemming from particular physical states, become part of the meanings of gaze items conveyed by the combination of these eyelid positions.
Isabella Poggi, Francesca D’Errico, Alessia Spagnolo
On Factoring Out a Gesture Typology from the Bielefeld Speech-and-Gesture-Alignment Corpus (SAGA)
Abstract
The paper is based on the Bielefeld Speech-And-Gesture-Alignment corpus (SAGA). From this corpus one video film is taken to establish a typological grid for iconic and referring gesture types, i.e. a multiple inheritance hierarchy of types proceeding from single gestural features like hand shape to sequences of entities filling up the whole gesture space. Types are mapped onto a partial ontology specifying their respective meaning. Multi-modal meaning is generated via linking verbal meaning and gestural meaning. How verbal and gestural meaning interface is shown with an example using a quantified NP. It is argued that gestural meaning extends the restriction of the original quantified NP. On the other hand it is shown that gestural meaning is not strong enough to resolve the underspecification of the lexical information.
Hannes Rieser
Function and Form of Gestures in a Collaborative Design Meeting
Abstract
This paper examines the relationship between gestures’ function and form in design collaboration. It adopts a cognitive design research viewpoint. The analysis is restricted to gesticulations and emblems. The data analysed come from an empirical study conducted on an architectural design meeting. Based on a previous analysis of the data, guided by our model of design as the construction of representations, we distinguish representational and organisational functions. The results of the present analysis are that, even if form-function association tendencies exist, gestures with a particular function may take various forms, and particular gestural movements as regards form can fulfil different functions. Reconsidering these results and other research on gesture, we formulate the assumption that, if formal characteristics do not allow differentiating functional gestures in collaboration, context-dependent, semantic characteristics may be more appropriate. We also envision the possibility that closer inspection of the data reveal tendencies of another nature.
Willemien Visser

Gesture Recognition

Continuous Realtime Gesture Following and Recognition
Abstract
We present a HMM based system for real-time gesture analysis. The system outputs continuously parameters relative to the gesture time progression and its likelihood. These parameters are computed by comparing the performed gesture with stored reference gestures. The method relies on a detailed modeling of multidimensional temporal curves. Compared to standard HMM systems, the learning procedure is simplified using prior knowledge allowing the system to use a single example for each class. Several applications have been developed using this system in the context of music education, music and dance performances and interactive installation. Typically, the estimation of the time progression allows for the synchronization of physical gestures to sound files by time stretching/compressing audio buffers or videos.
Frédéric Bevilacqua, Bruno Zamborlin, Anthony Sypniewski, Norbert Schnell, Fabrice Guédy, Nicolas Rasamimanana
Multiscale Detection of Gesture Patterns in Continuous Motion Trajectories
Abstract
We describe a numerical method for scale invariant detection of gesture patterns in continuous 2D motions. The algorithm is fast due to our rejection-based reasoning achieved using a new set of curvature-based functions which we call Integral Absolute Curvatures. Detection rates above 96% are reported on a large data set consisting of 72,000 samples with demonstrated low execution time. The technique can be used to automatically detect gesture patterns in unconstrained motions in order to enable click-free interactions.
Radu-Daniel Vatavu, Laurent Grisoni, Stefan-Gheorghe Pentiuc
Recognition of Gesture Sequences in Real-Time Flow, Context of Virtual Theater
Abstract
Our aim is to put on a short play featuring a real actor and a virtual actor, who will communicate through movements and choreography, with mutual synchronization. Gesture recognition in our context of Virtual Theater is mainly based on the ability of a virtual actor to perceive gestures made by a real actor. We present a method for real-time recognition. We use properties from Principal Component Analysis (PCA) to create signature for each gesture and a multiagent system to perform the recognition.
Ronan Billon, Alexis Nédélec, Jacques Tisseau
Deictic Gestures with a Time-of-Flight Camera
Abstract
We present a robust detector for deictic gestures based on a time-of-flight (TOF) camera, a combined range and intensity image sensor. Pointing direction is used to determine whether the gesture is intended for the system at all and to assign different meanings to the same gesture depending on pointing direction. We use the gestures to control a slideshow presentation: Making a “thumbs-up” gesture while pointing to the left or right of the screen switches to the previous or next slide. Pointing at the screen causes a “virtual laser pointer” to appear. Since the pointing direction is estimated in 3D, the user can move freely within the field of view of the camera after the system was calibrated. The pointing direction is measured with an absolute accuracy of 0.6 degrees and a measurement noise of 0.9 degrees near the center of the screen.
Martin Haker, Martin Böhme, Thomas Martinetz, Erhardt Barth

Gesture Processing

Towards Analysis of Expressive Gesture in Groups of Users: Computational Models of Expressive Social Interaction
Abstract
In this paper we present a survey of our research on analysis of expressive gesture and how it is evolving towards the analysis of expressive social interaction in groups of users. Social interaction and its expressive implications (e.g., emotional contagion, empathy) is an extremely relevant component for analysis of expressive gesture, since it provides significant information on the context expressive gestures are performed in. However, most of the current systems analyze expressive gestures according to basic emotion categories or simple dimensional approaches. Moreover, almost all of them are intended for a single user, whereas social interaction is often neglected. After briefly recalling our pioneering studies on collaborative robot-human interaction, this paper presents two steps in the direction of novel computational models and techniques for measuring social interaction: (i) the interactive installation Mappe per Affetti Erranti for active listening to sound and music content, and (ii) the techniques we developed for explicitly measuring synchronization within a group of users. We conclude with the research challenges we will face in the near future.
Antonio Camurri, Giovanna Varni, Gualtiero Volpe
On Gestural Variation and Coarticulation Effects in Sound Control
Abstract
In this paper we focus on the analysis of sound producing gestures in the musical domain. We investigate the behavior of intraoral pressure exerted by a trumpet performer in the production of single and concatenated notes. Investigation is carried out with functional data analysis techniques. Results show that different variation patterns occur for single note production, which depend on dynamic level, suggesting the hypothesis that two different motor control programs are available. Results from analysis on consecutive notes give evidence that the coarticulation between two gesture curves cannot be modelled by linear superposition, and that local coarticulation is affected by contiguous units.
Tommaso Bianco, Vincent Freour, Nicolas Rasamimanana, Frederic Bevilaqua, René Caussé
Gesture Saliency: A Context-Aware Analysis
Abstract
This paper presents a motion attention model that aims at analyzing gesture saliency using context-related information at three different levels. At the first level, motion features are compared in the spatial context of the current video frame; at the intermediate level, salient behavior is analyzed on a short temporal context; at the third level, computation of saliency is extended to longer time windows. An attention/saliency index is computed at the three levels based on an information theory approach. This model can be considered as a preliminary step towards context-aware expressive gesture analysis.
Matei Mancas, Donald Glowinski, Gualtiero Volpe, Paolo Coletta, Antonio Camurri
Towards a Gesture-Sound Cross-Modal Analysis
Abstract
This article reports on the exploration of a method based on canonical correlation analysis (CCA) for the analysis of the relationship between gesture and sound in the context of music performance and listening. This method is a first step in the design of an analysis tool for gesture-sound relationships. In this exploration we used motion capture data recorded from subjects performing free hand movements while listening to short sound examples. We assume that even though the relationship between gesture and sound might be more complex, at least part of it can be revealed and quantified by linear multivariate regression applied to the motion capture data and audio descriptors extracted from the sound examples. After outlining the theoretical background, the article shows how the method allows for pertinent reasoning about the relationship between gesture and sound by analysing the data sets recorded from multiple and individual subjects.
Baptiste Caramiaux, Frédéric Bevilacqua, Norbert Schnell
Methods for Effective Sonification of Clarinetists’ Ancillary Gestures
Abstract
We present the implementation of two different sonifications methods of ancillary gestures from clarinetists. The sonifications are data driven from the clarinetist’s posture which is captured with a VICON motion tracking system. The first sonification method is based on the velocities of the tracking markers, the second method involves a principal component analysis as a data preprocessing step. Further we develop a simple complementary visual display with a similar information content to match the sonification. The effect of the two sonifications with respect to the movement perception is studied in an experiment where test subjects annotate the clarinetists performance represented by various combinations of the resulting uni- and multimodal displays.
Florian Grond, Thomas Hermann, Vincent Verfaille, Marcelo M. Wanderley

Gesture Simulation

Systematicity and Idiosyncrasy in Iconic Gesture Use: Empirical Analysis and Computational Modeling
Abstract
Why an iconic gesture takes its particular form is a largely open question, given the variations one finds across both situations and speakers. We present results of an empirical study that analyzes correlations between contextual factors (referent features, discourse) and gesture features, and tests whether they are systematic (shared among speakers) or idiosyncratic (inter-individually different). Based on this, a computational model of gesture formation is presented that combines data-based, probabilistic and model-based decision making.
Kirsten Bergmann, Stefan Kopp
To Beat or Not to Beat: Beat Gestures in Direction Giving
Abstract
Research on gesture generation for embodied conversational agents (ECA’s) mostly focuses on gesture types such as pointing and iconic gestures, while ignoring another gesture type frequently used by human speakers: beat gestures. Analysis of a corpus of route descriptions showed that although annotators show very low agreement in applying a ‘beat filter’ aimed at identifying physical features of beat gestures, they are capable of reliably distinguishing beats from other gestures in a more intuitive manner. Beat gestures made up more than 30% of the gestures in our corpus, and they were sometimes used when expressing concepts for which other gesture types seemed a more obvious choice. Based on these findings we propose a simple, probabilistic model of beat production for ECA’s. However, it is clear that more research is needed to determine why direction givers in some cases use beats when other gestures seem more appropriate, and vice versa.
Mariët Theune, Chris J. Brandhorst
Requirements for a Gesture Specification Language
A Comparison of Two Representation Formalisms
Abstract
We present a comparative study of two gesture specification languages. Our aim is to derive requirements for a new, optimal specification language that can be used to extend the emerging BML standard. We compare MURML, which has been designed to specify coverbal gestures, and a language we call LV, originally designed to describe French Sign Language utterances. As a first step toward a new gesture specification language we created EMBRScript, a low-level animation language capable of describing multi-channel animations, that can be used as a foundation for future BML extensions.
Alexis Heloir, Michael Kipp
Statistical Gesture Models for 3D Motion Capture from a Library of Gestures with Variants
Abstract
A challenge for 3D motion capture by monocular vision is 3D-2D projection ambiguities that may bring incorrect poses during tracking. In this paper, we propose improving 3D motion capture by learning human gesture models from a library of gestures with variants. This library has been created with virtual human animations. Gestures are described as Gaussian Process Dynamic Models (GPDM) and are used as constraints for motion tracking. Given the raw input poses from the tracker, the gesture model helps to correct ambiguous poses. The benefit of the proposed method is demonstrated with results.
Zhenbo Li, Patrick Horain, André-Marie Pez, Catherine Pelachaud
Modeling Joint Synergies to Synthesize Realistic Movements
Abstract
This paper presents a new method to generate arm gestures which reproduces the dynamical properties of human movements. We describe a model of synergy, defined as a coordinative structure responsible for the flexible organization of joints over time when performing a movement. We propose a generic method which incorporates this synergy model into a motion controller system based on any iterative inverse kinematics technique. We show that this method is independent of the task and can be parametrized to suit an individual using a novel learning algorithm based on a motion capture database. The method yields different models of synergies for reaching tasks that are confronted to the same set of example motions. The quantitative results obtained allow us to select the best model of synergies for reaching movements and prove that our method is independent of the inverse kinematic technique used for the motion controller.
Matthieu Aubry, Frédéric Julliard, Sylvie Gibet

Gesture and Multimodal Interfaces

Multimodal Interfaces in Support of Human-Human Interaction
Abstract
After building computers that paid no intention to communicating with humans, the computer science community has devoted significant effort over the years to more sophisticated interfaces that put the "human in the loop" of computers. These interfaces have improved usability by providing more appealing output (graphics, animations), more easy to use input methods (mouse, pointing, clicking, dragging) and more natural interaction modes (speech, vision, gesture, etc.). Yet all these interaction modes have still mostly been restricted to human-machine interaction and made severely limiting assumptions on sensor setup and expected human behavior. (For example, a gesture might be presented clearly in front of the camera and have a clear start and end time). Such assumptions, however, are unrealistic and have, consequently, limited the potential productivity gains, as the machine still operates in a passive mode, requiring the user to pay considerable attention to the technological artifact.
Alex Waibel
Gestures for Large Display Control
Abstract
The hands are highly suited to interact with large public displays. It is, however, not apparent which gestures come naturally for easy and robust use of the interface. We first explored how uninstructed users gesture when asked to perform basic tasks. Our subjects gestured with great similarity and readily produced gestures they had seen before; not necessarily in a human-computer interface. In a second investigation these and other gestures were rated by a hundred subjects. A gesture set for explicit command-giving to large displays emerged from these ratings. It is notable that for a selection task, tapping the index finger in mid-air, like with a traditional mouse, scored highest by far. It seems that the mouse has become a metaphor in everyday life.
Wim Fikkert, Paul van der Vet, Gerrit van der Veer, Anton Nijholt
Gestural Attributions as Semantics in User Interface Sound Design
Abstract
This paper proposes a gesture-based approach to user interface sound design, which utilises projections of body movements in sounds as meaningful attributions. The approach is founded on embodied conceptualisation of human cognition and it is justified through a literature review on the subject of interpersonal action understanding. According to the resulting hypothesis, stereotypical gestural cues, which correlate with, e.g., a certain communicative intention, represent specific non-linguistic meanings. Based on this theoretical framework, a model of a process is also outlined where stereotypical gestural cues are implemented in sound design.
Kai Tuuri
Gestural Interfaces for Elderly Users: Help or Hindrance?
Abstract
In this paper we investigate whether finger gesture input is a suitable input method, especially for older users (60+) with respect to age-related changes in sensory, cognitive and motor abilities. We present a study in which we compare a group of older users to a younger user group on a set of 42 different finger gestures on measures of speed and accuracy. The size and the complexity of the gestures varied systematically in order to find out how these factors interact with age on gesture performance. The results showed that older users are a little slower, but not necessarily less accurate than younger users, even on smaller screen sizes, and across different levels of gesture complexity. This indicates that gesture-based interaction could be a suitable input method for older adults. At least not a hindrance - maybe even a help.
Christian Stößel, Hartmut Wandke, Lucienne Blessing
Gestures in Human-Computer Interaction – Just Another Modality?
Abstract
The traditional framework in human-computer studies is based on a simple input-output model of interaction. In many cases, however, splitting interaction into input and output is not necessarily appropriate. Gestures work as a good example of a modality which is difficult or inappropriate to be conceptualised within the traditional input-output paradigm. In the search for a more appropriate interaction paradigm, gestures, as modality, have potential in working as a meta-modality, in terms of which all other modalities could be analysed. This paper proposes the use of gestures and gestural metaphors in a central role in interaction design, and presents a case study as an illustration of the point.
Antti Pirhonen

Sign Language

Body Posture Estimation in Sign Language Videos
Abstract
This article deals with the posture reconstruction from a mono view video of a signed utterance. Our method makes no use of additional sensors or visual markers. The head and the two hands are tracked by means of a particle filter. The elbows are detected as convolution local maxima. A non linear filter is first used to remove the outliers, then some criteria using French Sign Language phonology are used to process the hand disambiguation. The posture reconstruction is achieved by using inverse kinematics, using a Kalman smoothing and the correlation between strong and week hand depth that can be noticed in the signed utterances. The article ends with a quantitative and qualitative evaluation of the reconstruction. We show how the results could be used in the framework of automatic Sign Language video processing.
François Lefebvre-Albaret, Patrice Dalle
Influence of Handshape Information on Automatic Sign Language Recognition
Abstract
Research on automatic sign language recognition (ASLR) has mostly been conducted from a machine learning perspective. We propose to implement results from human sign recognition studies in ASLR. In a previous study it was found that handshape is important for human sign recognition. The current paper describes the implementation of this conclusion: using handshape in ASLR. Handshape information in three different representations is added to an existing ASLR system. The results show that recognition improves, except for one representation. This refutes the idea that extra (handshape) information will always improve recognition. Results also vary per sign: some sign classifiers improve greatly, others are unaffected, and rare cases even show decreased performance. Adapting classifiers to specific sign types could be the key for future ASLR.
Gineke A. ten Holt, Marcel J. T. Reinders, Emile A. Hendriks, Huib de Ridder, Andrea J. van Doorn
Towards Interactive Web-Based Virtual Signers: First Step, a Platform for Experimentation Design
Abstract
In this paper, we present a Web-based framework for interactive Sign Language using virtual signing agents. The main feature of this framework is that it is a full DOM-Integrated architecture. Firstly, we discuss the advantages and the constraints raised by the implementation of proper interactive Virtual Signers within this full DOM-integrated approach. Secondly, we discuss an experimental study about Web-based Virtual Signers that take advantage of the specific interactivity provided by our framework. This study deals with a structure of Sign Language utterances that requires dynamic handling of spatio-temporal variability and coarticulation stances in the sign generation phase.
Jean-Paul Sansonnet, Annelies Braffort, Cyril Verrecchia
Toward Modeling Sign Language Coarticulation
Abstract
This article presents a study on coarticulation modeling in French Sign Language. Our aim is to use this model to provide information to deaf people, by the mean of a virtual signer. We propose a definition for “coarticulation”, based on an overview of the literature. We explain the methodology we have set up: from video corpus design to features correlations extractions, through corpus annotations and analysis. We expose first results and what are going to be the next steps of this study.
Jérémie Segouat, Annelies Braffort
Backmatter
Metadaten
Titel
Gesture in Embodied Communication and Human-Computer Interaction
herausgegeben von
Stefan Kopp
Ipke Wachsmuth
Copyright-Jahr
2010
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-12553-9
Print ISBN
978-3-642-12552-2
DOI
https://doi.org/10.1007/978-3-642-12553-9

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