Karaoke Entertainment Character Based on User Behavior Recognition

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10507)

Abstract

In recent years, research on CG technology has advanced. However, the current CG character can only perform deterministic behavior; there is a problem that interaction cannot be real. Therefore, it is necessary to change the facial expression and gaze in real time to the user by the CG character to select a specific user in the space where there are multiple users, and to do real interaction with the user by using the episode control system and user recognition. In this paper, Kinect V2 recognizes the behavior of a specific user from multiple users, generates a complex gesture of CG characters, gaze representation etc., and proposes a system that CG character supports the provision of services. In this paper, we verify behavior recognition when there is one user and verify behavior recognition by priority when there are multiple users. Because there were many misrecognition of the skeleton, there were many times when the behavior was not recognized. In the evaluation experiments, we will realize even CG character’s behavior generation in relation to episode control technology.

Keywords

Multi-user recognition Behavior generation CG character 

References

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    Hase, M., Mori, H., Shiratori, K., Hoshino, J.: Action control of shop character based on customer state, IPSJ SIG Technical report (EC)2008(129(2008-EC-011)), pp. 37–40 (2008)Google Scholar
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    Nakano, A., Koumura, J., Miura, E., Hoshino, J.: Spilant world: interactive emergent story game using episode tree. J. Soc. Art Sci. 6(3), 145–153 (2007)CrossRefGoogle Scholar

Copyright information

© IFIP International Federation for Information Processing 2017

Authors and Affiliations

  1. 1.Graduate School of Systems and Information EngineeringUniversity of TsukubaTsukubaJapan
  2. 2.Systems and Information EngineeringUniversity of TsukubaTsukubaJapan

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