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Analysis and generation of laughter motions, and evaluation in an android robot

Published online by Cambridge University Press:  25 January 2019

Carlos Toshinori Ishi*
Affiliation:
ATR Hiroshi Ishiguro Laboratories, 2-2-2 Hikaridai, Keihanna Science City, Kyoto, Japan
Takashi Minato
Affiliation:
ATR Hiroshi Ishiguro Laboratories, 2-2-2 Hikaridai, Keihanna Science City, Kyoto, Japan
Hiroshi Ishiguro
Affiliation:
ATR Hiroshi Ishiguro Laboratories, 2-2-2 Hikaridai, Keihanna Science City, Kyoto, Japan
*
Corresponding author: C. T. Ishi Email: carlos@atr.jp

Abstract

Laughter commonly occurs in daily interactions, and is not only simply related to funny situations, but also to expressing some type of attitudes, having important social functions in communication. The background of the present work is to generate natural motions in a humanoid robot, so that miscommunication might be caused if there is mismatching between audio and visual modalities, especially in laughter events. In the present work, we used a multimodal dialogue database, and analyzed facial, head, and body motion during laughing speech. Based on the analysis results of human behaviors during laughing speech, we proposed a motion generation method given the speech signal and the laughing speech intervals. Subjective experiments were conducted using our android robot by generating five different motion types, considering several modalities. Evaluation results showed the effectiveness of controlling different parts of the face, head, and upper body (eyelid narrowing, lip corner/cheek raising, eye blinking, head motion, and upper body motion control).

Information

Type
Original Paper
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © The Authors, 2019
Figure 0

Fig. 1. Distributions of face (lip corners, cheek, and eyelids), head, and upper body motions during laughing speech.

Figure 1

Fig. 2. Distributions of eyelid, cheek, lip corners, head, and body motion categories, for different categories of laughter intensity levels (“1” to “4”). The total number of occurrences for each laughter intensity level is shown within brackets. The symbols within the bars mean: “∧” for significantly higher occurrences ($\wedge p<0.05$, ${\wedge }{\wedge }p<0.01$), and “∨” for significantly lower occurrences ($\vee p<0.05$, ${\vee }{\vee } p<0.01$), after $\chi ^{2}$ tests.

Figure 2

Fig. 3. External appearance of the female android and corresponding actuators.

Figure 3

Fig. 4. Block diagram of the proposed method for motion generation during laughing speech.

Figure 4

Fig. 5. Dynamic features of the facial parts during laughing speech, controlled in the laughter motion generation.

Figure 5

Fig. 6. Smiling face generated during laughter (left) and idle slightly smiling face generated in non-laughter intervals (right).

Figure 6

Fig. 7. Examples of upper body motion control synchronized with the laughing speech interval.

Figure 7

Table 1. The controlled modalities for generating five motion types

Figure 8

Table 2. Motion pairs for comparison of the effects of different modalities

Figure 9

Fig. 8. Subjective preference scores between condition pairs (average scores and standard deviations). (Negative average scores indicate the first condition was preferred, while positive average scores indicate that the second condition was preferred.)

Figure 10

Fig. 9. Subjective naturalness scores for each condition (average scores and standard deviations).