by Peter Plantec
October 20, 2003
from
KurzweilAI Website
Virtual Humans is
the first book with instructions on designing a
"V-human," or synthetic person. Using the programs on
the included CD, you can create animated computer
characters who can speak, dialogue intelligently, show
facial emotions, have a personality and life story, and
be used in real business projects. These excerpts
explain how to get started.
To be published in Virtual Humans, AMACOM, November
2003. |
About 30% of building a virtual human is in the engine. A good
engine will make it easy for you to create a believable personality.
It provides functions that allow things like handling complex
sentences, bringing up the past and learning better responses if one
doesn't work. But in the end, it's your artistry that gives the
entity its charm.
There are many natural language approaches that can handle the job.
Simple pattern matching engines are the least sophisticated and most
useful of them all. With the rash of recent interest, I'm not going
to pretend I know all the nuances of all the engines out there.
Instead, I'll concentrate on using simple software to build complex
personalities.
Together we will build a clever virtual
person using a mind engine kindly supplied by Yapanda Intelligence,
Inc. of Chickasha Oklahoma. I selected this one because it can drive
a real-time 3D head animation with lip-synch. Nevertheless, the
basic steps in creating a virtual personality are platform
independent.
I've included some additional engines to play with. The most
powerful is ALICE. She's an implementation of Artificial
Intelligence Markup Language (AIML). Alice source code is available
to those of you who want to modify it and build your own Virtual
Human engine, adding your own special features. I've also included a
copy of Jacco Bikker's WinAlice for PC users. It demonstrates some
unique features such as the ability to bring up ancient history and
to learn new responses from you.
I'll talk more about the actual engines in chapter three. But it's
important to realize that the software you use to build your virtual
human is just a tool for expressing your artistry.
The most important and least understood part of virtual humans --
their personalities is our focus. We are going to have some serious
fun. Let's look at some uses for virtual people.
Good For
Business
From a business perspective virtual humans with a personality are a
major boon. Imagine a person signing onto your web page. There's
already a cookie that contains significant information about them,
gathered by your virtual host on the guest's first visit.
The encounter might go a bit like this:
Host "Hey, Joanne, Its nice to see
you again." <smile>
Joanne: "You remember me?"
Host "Of course I do. But it's been a while. I missed you."
<expression>
Joanne "Sorry about that, I've been really busy."
Host "So did you read 'The Age of Spiritual Machines?'
Joanne "Yeah, it was really interesting. <beat> Are you one of
them?"
Host "Not yet, I'm afraid, but I'm working on it.<beat> Before I
forget, you should know about Greg Stock' new book on how to
live to be 200 plus years old!"
Joanne "I read his last book and liked it. Can you send me a
copy?"
Host "Sure, we have it in stock <grin>. Same charge, same place?
Joanne "Yup. Also, do you have any books on Freestyle Landscape
Quilting?
Host "I'll check. <beat> Hold on a few more seconds. Okay, I
found two…..
And so forth.
You can see that Virtual humans bring
back that personal touch so sorely missing in commerce today.
Believe it or not, I've observed people from every level of
sophistication and background respond positively to personal
attention from a Virtual Human. It feels good.
Your marketing software can be made to generate marketing variables
that can be fed to your virtual human host: Joanne's buying
patterns, personal information like her date of birth etc.
Trust is a big issue, so such data must
be handled with respect for the client and used in clever ways.
Imagine when Joanne comes online within a week of her birthday and
Host sings happy birthday to her. Hokey? Yes. Appealing, you bet.
I've also discovered that many people tolerate hokey behavior from
V-people. It's a bit like the ways we tolerate…even appreciate the
squash and stretch exaggeration in animated film characters.
Of course Host would not want to sing
happy birthday to every customer. She has to know how to tell which
is which. Later in the book will look into using unobtrusive
personality assessment to provide those cues. This is one of the
most important and most neglected tools you have. You'll see why
later.
An advantage of rule based approaches is that you can have multiple
sets of rules, each one with responses specifically honed to a
specific task or person or language. For example when Joanne logs
in, her cookie can initiate the uploading of a rule database
tailored specifically to her general personality and buying
patterns.
That means that when a rule triggers, it
will respond in a way likely to make Jonnie comfortable while
meeting her needs. Next a person from Korea logs on and the host
switches to a Korean intelligencebase, greeting the client in that
language. One well designed host can handle orders in more than 20
languages. This clearly presents opportunities for small companies
to expand internationally.
Depending on your type of business or usage, Virtual Human needs
will vary. For example, voice-only virtual humans are already very
active in phone information and ordering systems. They don't have
much personality yet, but we're going to work on that. In fact there
are a number of different types of virtual humans and we'll be
building one up from the simplest to one of the more complex with a
3D animated talking head.
By taking it step by step you'll be
amazed at your own ability to master Virtual Human design.
A good Virtual Human should be able to cope with language. Changing
language should be as easy as switching databases and voice engines.
Monica Lamb, a Native American scientist and V-person developer has
used Alice to build a V-person that teaches and speaks Mohawk.
At a minimum, your V-person will be able to handle general
conversational input by voice or keyboard, parse that input to
arrive at appropriate behaviors, and output behavior as text or
speech, on-screen information, and/or machine commands to software
or external devices. It should also have a face display capable of
at least minimal emotional expression such as smile, frown and
neutral. I prefer a 3D face capable of complex emotional expression
that is part of the communication system. This is a tall order, but
I believe we can handle it. Here's and interesting example of how
one creative company has used this technology in a mechanical robot:
Redgate Technologies is a company that thrives on invention. They
became interested in Natural Language Processing (NLP) early on.
They had invented a new chip technology to monitor and control
complex technical systems. NLP was useful for interpreting the
complex codes generated by their chips. Just for fun, they expanded
their NLP engine to represent several personalities.
They quickly discovered that a virtual
human hooked into their system became a super-capable assistant to a
human supervisor. Imagine one on a space station, keeping track of
all mechanical systems and keeping the inhabitants company with
casual conversation. For luck we won't name her HAL.
A wonderful example of this V-person species is Redgate's Sarha.
She's an innovative virtual human interface for industrial
monitoring and control. Sarha stands for "Smart Anthropomorphic
Robotic Hybrid Agent." Redgate has used NLP pattern matching to
monitor an entire industrial complex. The Virtual Human system they
devised sends out queries to specialized monitoring modules using
the special Redgate chips.
She then reads and interprets the
encoded feedback in spoken English, issuing warnings when conditions
warrant.
She can also take emergency action on
her own, if necessary. Her supervisor communicates with her in
spoken English, asking her to start processes or check specific
conditions. In a demonstration of Sarha's application to home
security, she reported "Anthony, someone left the garage door open."
Anthony replied "Close it for me will you please, Sarha?" And of
course she does.
The thing I like most about Sarha is her personality. She makes
personal comments; even chides her operator, whom she knows by name.
As a demonstration, Sarha was installed into a fully robotic
interface that could move around, point to objects and complain
about and avoid objects in her path. She was linked by microwave to
a control computer she used to monitor her charges.
She even gave a brief talk on those
special chips Redgate designed to transmit monitoring data back to
her. She reached into a bowl, pulled out a chip, pointed at it with
a metal finger and started her spiel. Later she took questions. All
the while she was monitoring various systems. She even brought
on-line, a loud monster generator in another room during the
demonstration.
Perhaps one of the most important applications for Virtual Human
technology is in teaching. I've found that young people have trust
issues with the educational system.
I can't blame them when administrators
waste millions on bad decisions but there aren't enough books to go
around. Virtual teacher's seem separated from all this. It's hard to
attribute ulterior motives to an animated character, even if she is
smart and talkative and knows you by name. Properly scripted, a
V-teacher can get to know a student on a personal basis.
The real human teacher can feed her
personal tidbits she can bring up during a lesson:
"So Bill, is it true you threw the
winning touchdown in Saturday's game?"
"Yeah, how'd you know about that?"
"Hey, I keep on top of things. Congratulations. Now let's teach
you how to estimate the diameter of an oleic acid molecule.
Young children can be fascinated by
virtual people.
I got a call from a retired engineer
from rural New Mexico. He had spent a lot of time tweaking the voice
input on his V-person so that she would understand his very bright 3
year old grand daughter, and had a story to tell me. He'd been
remarkably successful and the little girl spent hours in happy
conversation with her virtual friend.
One evening a few neighbors came by to
play Canasta.
While they were playing, the little girl
came into the adjoining room and fired up her computer. In moments
an animated conversation ensued. One of the neighbors, a devout
fundamentalist Christian became terrified and insisted he smash the
girl's computer immediately. It was inhabited by the devil.
He refused of course. He told me he'd
been using the virtual character to teach his grand daughter
everything from her ABCs to simple math. I gave him some unpublished
information on how to get her to record the granddaughter's
responses to questions, so he could check on them later.
The point is, in creative hands virtual humans already have enormous
potential and the platforms are constantly improving.
Blending art, technology and a little psychology allows us to take a
functional leap, decades ahead of pure artificial intelligence.
Although the simple VH software of today will eventually be replaced
by highly sophisticated neural nets or entirely new kinds of
computing, it will be a long time before they'll have unique human
like personalities…if ever. Meanwhile let's give the evolution of
technology a kick in the butt by building really smart, personable
virtual people today.
Because creating a believable synthetic personality is more of an
art than science, it's important that we get a feel for how we
humans handle our conscious lives. It's part philosophy, part
psychology and believe it or not, part quantum physics. We'll start
by comparing people and computers, with out getting to
philosophically crazed.
Any discussion of the human mind must
consider consciousness. It's a danger zone and I already know the
discussions to follow will dump me smack into the boiling kettle.
I'll walk you through the important parts. Disagree and send me nice
email if you like.
Coming up in chapter two we'll explore
the nature of consciousness and why it's an essential consideration
in virtual human design.
Synthespians -
Virtual Acting
(Chapter 13)
with Ed Hooks
Ed Hooks, author of Acting
for Animators (Heinemann, Revised Second Edition 2003),
has been a theatre professional for three decades and
has taught acting to both animators and actors for PDI,
Lucas Learning, Microsoft, Disney Animation, and other
leading companies. |
Virtual people have to convince us they have wheels spinning inside.
They do, of course, have electrons
spinning in service of the plot, but if they don't show it on their
faces, we just don't buy it. We're used to seeing people think. It's
true; thought is conveyed through action. Although I'm remarkably
opinionated about acting in animation, I'm not a certified expert on
the subject--Ed Hooks is.
He teaches acting classes for animators
internationally, and has held workshops for companies such as,
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Disney Animation (Sydney)
-
Tippett Studio (Berkeley)
-
Microsoft (Redmond, Washington)
-
Electronic Arts (Los Angeles)
-
BioWare (Edmonton, Canada)
-
PDI (Redwood City, California)
Among his five books,
Acting for Animators: The Complete Guide to
Performance Animation, Heinemann, Revised edition
(September 2003) has been a major hit.
The Seven
Essential Concepts in Face Acting
The following concepts are interpretations of Ed Hooks' "Seven
Essential Acting Concepts."
We've adapted them here to focus on the
V-people and their faces.
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The face expresses thoughts
beneath. The brain, real or artificial, is the most alive
part of us. Thinking, awareness, and reasoning are active
processes that affect what's on our face.
Emotion happens as a result of
thinking. Because these characters don't have a natural link
between thinking and facial expression, your job as animator
is to create those links. In effect, you want your synthetic
brain to emulate recognizable human cognition on the face,
which leads to the illusion of real and appropriate
emotions.
-
Acting is reacting. Every facial
expression is a reaction to something. Even the slightest
head and hand movement in reaction to what's happening can
be most convincing. If the character tilts its head as you
begin to speak to it, or nods on occasion in agreement, you
get the distinct feeling of a living person paying
attention.
A double take shows surprise.
Because you have very few body parts to work with, you have
a superb challenge in front of you.
-
Know your character's objective.
Your character is never static. He is always moving, even if
the movement is the occasional twitch, a shift of the eye,
or a blink. Your objective is to endow your character with
the illusion of life. As such, it is wise to follow
Shakespeare's advice, "Hold the mirror up to nature"
(Hamlet, III. ii.17-21). Notice that when a person listens,
she may tilt her head to the side or glance off in the
distance as she contemplates and integrates new information.
When she smiles and says nice
things to you, her objective is to please. Always know what
your character's objective is because it is the roadmap
linking behaviors to their goals.
Knowing her personality and
history are essential here.
-
Your character moves
continuously from action to action. Your character is doing
something 100 percent of the time. There must always be
life! Even if she appears to be waiting, things are going on
mentally. Make a list of boredom behaviors and use them.
When people talk, a good emotion extraction engine will feed
her cues on how to react to what's being said. Her actions
expressing emotional responses are fluid.
They flow into each other
forming a face story. You should be able to tell from the
character's expression how she's reacting to what you're
saying. Say she takes a deep breath and you see the cords on
her neck tighten. They then relax. Her body slumps a bit and
perhaps she nods.
Always in motion, she maintains
the illusion of life.
-
All action begins with movement.
You can't even do math without your face moving, exposing
wheels spinning beneath. Your eyes twitch. You glance at the
ceiling, pondering. Your brow furrows as you struggle with
the solution. Try this experiment: Ask a friend to lie as
still as possible on the floor. No movement at all.
Then, when he is absolutely
stone still, ask him to multiply 36 by 38. Pay close
attention to his eyes. You will note that they immediately
begin to shift and move. It is impossible to carry out a
mental calculation without the eyes moving. Sometimes
movement on the screen needs to be a bit more overt than in
real life. That's okay, even essential. It nails down the
emotion.
Done right, people won't notice
the exaggeration, but will get the point.
-
Empathy is audience glue. The
main transaction between humans and Virtual humans has to be
emotion, not words. Words alone will lose them. You will
catch a viewer's attention if your character appears to be
thinking, but you will engage your viewer emotionally if
your character appears to be feeling.
You must get across how this
V-person feels about what's going on. If you do it
successfully, the audience will care about (empathize with)
those feelings. I promise you it can be done. A great
autonomous character can addict an audience in ways a static
animation cannot. The transaction between audience and
character is in real-time and directly motivated, much as it
is on stage. This is a unique acting medium, which is part
live performance and part animation.
It's an opportunity for you to
push things--experiment with building empathy pathways.
-
Interaction requires
negotiation. You want a little theatrical heat in any
discourse with a V-person. To accomplish this, remember that
your character always has choices. We all do, in every
waking moment. The character has to decide when and whether
to answer or initiate a topic. If your character is simply
mouthing words, your audience response will be boredom.
Whether they know it or not,
people want to be entertained by your character. Artonin
Artaud famously observed that "actors are athletes of the
heart." Dead talk is not entertaining. There must be
emotion.
Recognize that you're working
with a theatrical situation and that the viewer will crave
more than a static picture.
Sure, there are loads more acting
concepts we could talk about, but these seven are the hard-rock core
of it.
You're faced with a unique acting
challenge because you have an animated character that is essentially
alive. If that character is a cartoon or anime design and
personality, you'll have to read Preston Blair, for example, to
learn the principles of exaggerated cartoon acting, and then
incorporate these squash and stretch type actions into your
character's personality.
If you take the easier road and use a
photorealistic human actor, you still must make their actions a bit
larger than life, but not as magnified as cartoons demand.
The stage you set will depend on the Virtual actor's intention. If
he's there to guide a person around a no-nonsense corporate Web
site, you'll need to think hard about how much entertainment to
inject. Certainly you need some.
Intelligent Virtual actors in games
situations--especially full-bodied ones--present marvelous
opportunities to expand this new field of acting. You'll know their
intentions. Let them lead you to design their actions. Embellish
their personalities, embroider their souls, and decorate their
actions.
Making them bigger than life will
generally satisfy.
Synthespians -
The Early Years
Next I want to tell you about the clever term "Synthespian," which
unfortunately I didn't coin. I do believe it should become a part of
our language.
Diana Walczak and Jeff Kleiser produced some early
experimental films featuring excellent solo performances by digital
human characters. For example, Nestor Sextone for President
premiered at SIGGRAPH in 1988.
About a year later, Kleiser and Walczak
presented the female Synthespian, Dozo, in a music video:
"Don't Touch Me."
These were not intelligent agents, but
they were good actors.
"It was while we were writing
Nestor's speech to an assembled group of 'synthetic thespians'
that we coined the term 'Synthespian,'" explains Jeff Kleiser.
Nestor Sextone had to be animated from
digitized models sculpted by Diana Walczak.
As history will note, the field of digital animation is a close,
almost incestuous one. Larry Weinberg, the fellow who later created
Poser, worked out some neat software that allowed Jeff and Diana to
link together digitized facial expressions created from multiple
maquettes she'd sculpted to define visemes. That same software
allowed them to animate Nestor's emotional expression.
I've put a copy of this wonderful
classic bit of animation on the CD-ROM, with their blessing.
Note that this viseme-linking was an early part of the development
chain leading to the morph targets you see in Poser and all the
high-end animation suites today. Getting your digitized character to
act was difficult in those days before bones, articulated joints,
and morphing skin made movement realistic. Nestor was made up of
interpenetrating parts that had to be cleverly animated to look like
a gestalt character without any obvious cracks or breaks or parts
sticking out.
In most cases, V-people don't have a full body to work with, just a
face, and perhaps hands. Body language is such an effective
communications tool, but when we just don't have it we end up
putting twice as much effort into face and upper body acting.
Fortunately a properly animated face can
be wonderfully expressive, as shown in Figure 13-1.
Figure 13-1
Virtual
actors can really show emotion
Synthespians All Have
a Purpose
A Synthespian playing a living person is probably the trickiest
circumstance you'll encounter. Depending on the situation, you want
to emulate that person's real personality closely, or exaggerate it
for comedic impact or political statement. If you exaggerate
features and behavior heavily you've entered a new art form:
interactive caricature or parody.
Let's say we've built a synthetic Secretary of Defense Donald
Rumsfeld. The interactive theatrical situation is that we are
interrupting him while he is hectically planning an attack somewhere
in the world. He might be impatient and have an attitude regarding
our utter stupidity and lack of patriotism for bothering him at a
time like this.
His listening skills might be shallow.
He might continually give off the dynamic that he has better things
to do. By thus exaggerating his personality, we create interest and
humor. As a user, you want to interact because you feel something
interesting is happening. There is comic relief, and all the while
this character is making a political statement.
I suspect Rumsfeld would get a kick out
of such a representation, as long as it's done in good taste.
Action conveys personality, and you can't set up a virtual actor
without knowing the character well. For example, Kermit the Frog has
a definite psychology behind him. As a Web host, he is just very
happy to be there. He enjoys being in the spotlight, and his
behavior strongly implies he doesn't want to be any place else.
He's happy to show you around his Web
site, and he might even break out in song along the way.
Occasionally he'll complain about Miss Piggy's lack of attention or
the disadvantages of his verdant complexion.
Think first about your intention and then the character's intention.
Mae West and Will Rogers wanted to make 'em laugh. No matter what
your purpose for a Synthespian, you want it to entertain. Sometimes
it may be understated. Remember that cleverness is always in style.
Notice the look people get on their faces when they think they're
being clever. It's usually an understated cockiness that shows
around the eyes.
The intention is to be clever, the words
are smart, but remember to add that subtle touch of smugness or
self-satisfaction around the eyes and the corners of the mouth.
Note: There is a new
book titled Emotions Revealed: Recognizing Faces and Feelings to
Improve Communication and Emotional Life, by Paul Ekman (Times
Books, 2003), which is well worth your time to read. Ekman, who is
professor of psychology in the department of psychiatry at the
University of California Medical School, San Francisco, is one of
the world's great geniuses on the subject of the expression of
emotion in the human face. His new book has more than one hundred
photographs of nuanced facial expression, complete with explanations
for the variances.
As an aside, I used to train counter-terrorist agents in
psychological survival.
One way to spot a terrorist in a crowd
is that they often have facial expressions that are inappropriate to
the situation. I used Ekman's work as a reference to help my agents
recognize when facial expression and body language don't match up,
an indication often exhibited by potential terrorists.
You can use Ekman's work to make sure
your V-human agents have appropriate expressions for the situation.
You Are the Character
When you've done your homework, you'll know your character like you
know yourself. You'll identify with the character so intensely you
will have the sensation of being that character. Stage actors learn
to create characters by shifting from the third person to the first
person reference.
Instead of saying,
"My character would be afraid in
this situation," a stage actor might say, while portraying the
character, "I feel afraid."
In your case, you are creating a
second-party character, but you're empathizing personality with the
emotions of your own creation. There is an identity between the two
of you that will be both fun and compelling.
Designing animation elements for the character requires feeling
them. I remember watching my daughter as she animated a baby dragon
early in her career. Her natural instinct was to get inside that
baby dragon and be it. I smiled as I watched her body and face
contort as she acted out each part of the sequence.
Her instruction had not come from me…it
was intuitive. At Disney, I've watched animators making faces in
little round mirrors dangling from extension arms above their desks.
They glance in the mirror, make a face and then look at the cel and
try to capture what they've seen. That part hasn't changed. For us
it's glance at the mirror, glance at the screen, and then tweak a
spline or morph setting.
You won't be able to do all this with
the simple animation tools I've given you for free. Those are just
to get you hooked. If you intend to learn this stuff, get ready to
invest heavily in time and commitment and a fair amount in coin as
well.
A small investment considering the
return.
If You Want to
Go Further
There are great animation schools, and this continent has some of
the best. My favorite is at Sheridan College in Oakville, Ontario.
But there are many good schools here in the United States as well.
A few years ago, most of them were a
waste of money. But things have improved. Do some Web research and
find which school can best help you meet your goals. There is a
long-term need for talented, well-trained character animators, and
in general the pay for the talented is phenomenal.
If you're a developer, you have to be familiar with all this stuff
to manage it effectively. You're responsible for the final product.
If you have animators working for you, believe in them, give them
freedom, but guide them toward your vision as well. The best
animated characters reflect the wisdom, vision, and artistry of
their prime artists and the producers behind them.
A great producer is an artist, a
business person, and a technician. It's not easy to get there, and
too may producers only have the business end down. As a producer,
you have to understand the artistry of production. You have to feel
the emotion of good animation. How else will you know what to
approve and not approve. So learn it and you'll be way above the
crowd.
I want to thank Ed Hooks for contributing his wisdom to this
chapter. Remember, what you've read here is just a taste of what you
need to learn. If you're lucky, you'll find a way to take a live
class with Ed, who now lives in the Chicago area. It will change
your perspective forever.
In the chapter upcoming, I'm going to kick it up a notch with ways
to give your character true awareness of his surroundings. Imagine
your well-developed character, now able not only to listen and talk,
but actually to see you, look you in the eyes, and recognize you
without asking.
You don't want to miss this one.
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