Goto

Collaborating Authors

 Kucherenko, Taras


Evaluating the evaluators: Towards human-aligned metrics for missing markers reconstruction

arXiv.org Artificial Intelligence

Animation data is often obtained through optical motion capture systems, which utilize a multitude of cameras to establish the position of optical markers. However, system errors or occlusions can result in missing markers, the manual cleaning of which can be time-consuming. This has sparked interest in machine learning-based solutions for missing marker reconstruction in the academic community. Most academic papers utilize a simplistic mean square error as the main metric. In this paper, we show that this metric does not correlate with subjective perception of the fill quality. We introduce and evaluate a set of better-correlated metrics that can drive progress in the field.


Towards a GENEA Leaderboard -- an Extended, Living Benchmark for Evaluating and Advancing Conversational Motion Synthesis

arXiv.org Artificial Intelligence

Current evaluation practices in speech-driven gesture generation lack standardisation and focus on aspects that are easy to measure over aspects that actually matter. This leads to a situation where it is impossible to know what is the state of the art, or to know which method works better for which purpose when comparing two publications. In this position paper, we review and give details on issues with existing gesture-generation evaluation, and present a novel proposal for remedying them. Specifically, we announce an upcoming living leaderboard to benchmark progress in conversational motion synthesis. Unlike earlier gesture-generation challenges, the leaderboard will be updated with large-scale user studies of new gesture-generation systems multiple times per year, and systems on the leaderboard can be submitted to any publication venue that their authors prefer. By evolving the leaderboard evaluation data and tasks over time, the effort can keep driving progress towards the most important end goals identified by the community. We actively seek community involvement across the entire evaluation pipeline: from data and tasks for the evaluation, via tooling, to the systems evaluated. In other words, our proposal will not only make it easier for researchers to perform good evaluations, but their collective input and contributions will also help drive the future of gesture-generation research.


The GENEA Challenge 2023: A large scale evaluation of gesture generation models in monadic and dyadic settings

arXiv.org Artificial Intelligence

This paper reports on the GENEA Challenge 2023, in which participating teams built speech-driven gesture-generation systems using the same speech and motion dataset, followed by a joint evaluation. This year's challenge provided data on both sides of a dyadic interaction, allowing teams to generate full-body motion for an agent given its speech (text and audio) and the speech and motion of the interlocutor. We evaluated 12 submissions and 2 baselines together with held-out motion-capture data in several large-scale user studies. The studies focused on three aspects: 1) the human-likeness of the motion, 2) the appropriateness of the motion for the agent's own speech whilst controlling for the human-likeness of the motion, and 3) the appropriateness of the motion for the behaviour of the interlocutor in the interaction, using a setup that controls for both the human-likeness of the motion and the agent's own speech. We found a large span in human-likeness between challenge submissions, with a few systems rated close to human mocap. Appropriateness seems far from being solved, with most submissions performing in a narrow range slightly above chance, far behind natural motion. The effect of the interlocutor is even more subtle, with submitted systems at best performing barely above chance. Interestingly, a dyadic system being highly appropriate for agent speech does not necessarily imply high appropriateness for the interlocutor. Additional material is available via the project website at https://svito-zar.github.io/GENEAchallenge2023/ .


A Comprehensive Review of Data-Driven Co-Speech Gesture Generation

arXiv.org Artificial Intelligence

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 in film, games, virtual social spaces, and 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. Gesture generation has seen surging interest recently, 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. We also chronicle the evolution of the related training data sets in terms of size, diversity, motion quality, and collection method. 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.


Evaluating gesture-generation in a large-scale open challenge: The GENEA Challenge 2022

arXiv.org Artificial Intelligence

This paper reports on the second GENEA Challenge to benchmark data-driven automatic co-speech gesture generation. Participating teams used the same speech and motion dataset to build gesture-generation systems. Motion generated by all these systems was rendered to video using a standardised visualisation pipeline and evaluated in several large, crowdsourced user studies. Unlike when comparing different research papers, differences in results are here only due to differences between methods, enabling direct comparison between systems. The dataset was based on 18 hours of full-body motion capture, including fingers, of different persons engaging in a dyadic conversation. Ten teams participated in the challenge across two tiers: full-body and upper-body gesticulation. For each tier, we evaluated both the human-likeness of the gesture motion and its appropriateness for the specific speech signal. Our evaluations decouple human-likeness from gesture appropriateness, which has been a difficult problem in the field. The evaluation results are a revolution, and a revelation. Some synthetic conditions are rated as significantly more human-like than human motion capture. To the best of our knowledge, this has never been shown before on a high-fidelity avatar. On the other hand, all synthetic motion is found to be vastly less appropriate for the speech than the original motion-capture recordings. We also find that conventional objective metrics do not correlate well with subjective human-likeness ratings in this large evaluation. The one exception is the Fr\'echet gesture distance (FGD), which achieves a Kendall's tau rank correlation of around -0.5. Based on the challenge results we formulate numerous recommendations for system building and evaluation.


Let's Face It: Probabilistic Multi-modal Interlocutor-aware Generation of Facial Gestures in Dyadic Settings

arXiv.org Machine Learning

To enable more natural face-to-face interactions, conversational agents need to adapt their behavior to their interlocutors. One key aspect of this is generation of appropriate non-verbal behavior for the agent, for example facial gestures, here defined as facial expressions and head movements. Most existing gesture-generating systems do not utilize multi-modal cues from the interlocutor when synthesizing non-verbal behavior. Those that do, typically use deterministic methods that risk producing repetitive and non-vivid motions. In this paper, we introduce a probabilistic method to synthesize interlocutor-aware facial gestures - represented by highly expressive FLAME parameters - in dyadic conversations. Our contributions are: a) a method for feature extraction from multi-party video and speech recordings, resulting in a representation that allows for independent control and manipulation of expression and speech articulation in a 3D avatar; b) an extension to MoGlow, a recent motion-synthesis method based on normalizing flows, to also take multi-modal signals from the interlocutor as input and subsequently output interlocutor-aware facial gestures; and c) a subjective evaluation assessing the use and relative importance of the input modalities. The results show that the model successfully leverages the input from the interlocutor to generate more appropriate behavior. Videos, data, and code available at: https://jonepatr.github.io/lets_face_it.