JP2022534708A - 動的に反応する仮想キャラクターのためのマルチモーダルモデル - Google Patents
動的に反応する仮想キャラクターのためのマルチモーダルモデル Download PDFInfo
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- JP2022534708A JP2022534708A JP2021569969A JP2021569969A JP2022534708A JP 2022534708 A JP2022534708 A JP 2022534708A JP 2021569969 A JP2021569969 A JP 2021569969A JP 2021569969 A JP2021569969 A JP 2021569969A JP 2022534708 A JP2022534708 A JP 2022534708A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
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- G06N3/004—Artificial life, i.e. computing arrangements simulating life
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- G06V40/10—Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
- G06V40/16—Human faces, e.g. facial parts, sketches or expressions
- G06V40/168—Feature extraction; Face representation
- G06V40/171—Local features and components; Facial parts ; Occluding parts, e.g. glasses; Geometrical relationships
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L13/00—Speech synthesis; Text to speech systems
- G10L13/02—Methods for producing synthetic speech; Speech synthesisers
- G10L13/027—Concept to speech synthesisers; Generation of natural phrases from machine-based concepts
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L15/00—Speech recognition
- G10L15/08—Speech classification or search
- G10L15/18—Speech classification or search using natural language modelling
- G10L15/1822—Parsing for meaning understanding
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L15/00—Speech recognition
- G10L15/26—Speech to text systems
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L51/00—User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
- H04L51/07—User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail characterised by the inclusion of specific contents
- H04L51/10—Multimedia information
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/01—Indexing scheme relating to G06F3/01
- G06F2203/011—Emotion or mood input determined on the basis of sensed human body parameters such as pulse, heart rate or beat, temperature of skin, facial expressions, iris, voice pitch, brain activity patterns
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/038—Indexing scheme relating to G06F3/038
- G06F2203/0381—Multimodal input, i.e. interface arrangements enabling the user to issue commands by simultaneous use of input devices of different nature, e.g. voice plus gesture on digitizer
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2200/00—Indexing scheme for image data processing or generation, in general
- G06T2200/24—Indexing scheme for image data processing or generation, in general involving graphical user interfaces [GUIs]
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2213/00—Indexing scheme for animation
- G06T2213/08—Animation software package
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V40/00—Recognition of biometric, human-related or animal-related patterns in image or video data
- G06V40/10—Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
- G06V40/16—Human faces, e.g. facial parts, sketches or expressions
- G06V40/174—Facial expression recognition
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L51/00—User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
- H04L51/02—User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail using automatic reactions or user delegation, e.g. automatic replies or chatbot-generated messages
Landscapes
- Engineering & Computer Science (AREA)
- Physics & Mathematics (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- General Physics & Mathematics (AREA)
- Human Computer Interaction (AREA)
- Health & Medical Sciences (AREA)
- General Engineering & Computer Science (AREA)
- Computational Linguistics (AREA)
- Software Systems (AREA)
- Oral & Maxillofacial Surgery (AREA)
- Acoustics & Sound (AREA)
- Audiology, Speech & Language Pathology (AREA)
- General Health & Medical Sciences (AREA)
- Artificial Intelligence (AREA)
- Geometry (AREA)
- Computer Vision & Pattern Recognition (AREA)
- Evolutionary Computation (AREA)
- Computing Systems (AREA)
- Data Mining & Analysis (AREA)
- Mathematical Physics (AREA)
- Computer Graphics (AREA)
- Life Sciences & Earth Sciences (AREA)
- General Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- Business, Economics & Management (AREA)
- Medical Informatics (AREA)
- Biomedical Technology (AREA)
- Biophysics (AREA)
- Molecular Biology (AREA)
- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- User Interface Of Digital Computer (AREA)
- Processing Or Creating Images (AREA)
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US201962858234P | 2019-06-06 | 2019-06-06 | |
| US62/858,234 | 2019-06-06 | ||
| PCT/US2020/036068 WO2020247590A1 (en) | 2019-06-06 | 2020-06-04 | Multi-modal model for dynamically responsive virtual characters |
Publications (3)
| Publication Number | Publication Date |
|---|---|
| JP2022534708A true JP2022534708A (ja) | 2022-08-03 |
| JP2022534708A5 JP2022534708A5 (https=) | 2023-06-13 |
| JPWO2020247590A5 JPWO2020247590A5 (https=) | 2023-06-13 |
Family
ID=73652134
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| JP2021569969A Pending JP2022534708A (ja) | 2019-06-06 | 2020-06-04 | 動的に反応する仮想キャラクターのためのマルチモーダルモデル |
Country Status (8)
| Country | Link |
|---|---|
| US (2) | US11501480B2 (https=) |
| EP (1) | EP3980865A4 (https=) |
| JP (1) | JP2022534708A (https=) |
| KR (1) | KR20220039702A (https=) |
| CN (1) | CN114303116A (https=) |
| AU (1) | AU2020287622A1 (https=) |
| CA (1) | CA3137927A1 (https=) |
| WO (1) | WO2020247590A1 (https=) |
Cited By (3)
| Publication number | Priority date | Publication date | Assignee | Title |
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| WO2024038699A1 (ja) * | 2022-08-19 | 2024-02-22 | ソニーセミコンダクタソリューションズ株式会社 | 表情加工装置、表情加工方法および表情加工プログラム |
| JP7632925B1 (ja) | 2024-02-22 | 2025-02-19 | デジタルヒューマン株式会社 | 情報処理システム、情報処理方法及びプログラム |
| WO2025089532A1 (en) * | 2023-10-23 | 2025-05-01 | Samsung Electronics Co., Ltd. | Electronic device and method for managing iot devices in a metaverse environment |
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| US10242503B2 (en) | 2017-01-09 | 2019-03-26 | Snap Inc. | Surface aware lens |
| US11030813B2 (en) | 2018-08-30 | 2021-06-08 | Snap Inc. | Video clip object tracking |
| JP7142315B2 (ja) * | 2018-09-27 | 2022-09-27 | パナソニックIpマネジメント株式会社 | 説明支援装置および説明支援方法 |
| US11176737B2 (en) | 2018-11-27 | 2021-11-16 | Snap Inc. | Textured mesh building |
| CN113330484B (zh) | 2018-12-20 | 2025-08-05 | 斯纳普公司 | 虚拟表面修改 |
| US11189098B2 (en) | 2019-06-28 | 2021-11-30 | Snap Inc. | 3D object camera customization system |
| KR20210014909A (ko) * | 2019-07-31 | 2021-02-10 | 삼성전자주식회사 | 대상의 언어 수준을 식별하는 전자 장치 및 방법 |
| US11232646B2 (en) * | 2019-09-06 | 2022-01-25 | Snap Inc. | Context-based virtual object rendering |
| US11227442B1 (en) | 2019-12-19 | 2022-01-18 | Snap Inc. | 3D captions with semantic graphical elements |
| US11093691B1 (en) * | 2020-02-14 | 2021-08-17 | Capital One Services, Llc | System and method for establishing an interactive communication session |
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| US11763366B1 (en) * | 2020-06-04 | 2023-09-19 | Walgreen Co. | Automatic initialization of customer assistance based on computer vision analysis |
| WO2022046674A1 (en) * | 2020-08-24 | 2022-03-03 | Sterling Labs Llc | Devices and methods for motion planning of computer characters |
| US11756251B2 (en) * | 2020-09-03 | 2023-09-12 | Sony Interactive Entertainment Inc. | Facial animation control by automatic generation of facial action units using text and speech |
| WO2022056151A1 (en) * | 2020-09-09 | 2022-03-17 | Colin Brady | A system to convert expression input into a complex full body animation, in real time or from recordings, analyzed over time |
| CN115426553B (zh) * | 2021-05-12 | 2025-01-14 | 海信集团控股股份有限公司 | 一种智能音箱及其显示方法 |
| US12296266B2 (en) | 2021-07-12 | 2025-05-13 | Emotelogic Llc | Digital character with dynamic interactive behavior |
| CN114201042B (zh) * | 2021-11-09 | 2023-09-15 | 北京电子工程总体研究所 | 分布式综合集成研讨厅装置、系统、构建方法及交互方法 |
| KR102701578B1 (ko) * | 2021-12-17 | 2024-09-02 | 한국전자기술연구원 | 메타버스 플랫폼에서 신체활동이 어려운 환자의 활동 및 고인의 추억을 기억하기 위한 방법 및 시스템 |
| US12346994B2 (en) | 2022-01-11 | 2025-07-01 | Meetkai, Inc | Method and system for virtual intelligence user interaction |
| US12400634B2 (en) * | 2022-04-21 | 2025-08-26 | Google Llc | Dynamically adapting given assistant output based on a given persona assigned to an automated assistant |
| CN114782594A (zh) * | 2022-04-29 | 2022-07-22 | 北京慧夜科技有限公司 | 一种动画生成方法和系统 |
| CN114995636B (zh) * | 2022-05-09 | 2025-10-17 | 阿里巴巴(中国)有限公司 | 多模态交互方法以及装置 |
| KR20230164954A (ko) * | 2022-05-26 | 2023-12-05 | 한국전자기술연구원 | 대화형 가상 아바타의 구현 방법 |
| KR102860506B1 (ko) * | 2022-12-06 | 2025-09-16 | 그루브웍스 주식회사 | Ai 기반 인터랙티브 아바타톡 제공 장치 및 방법 |
| WO2024145667A1 (en) * | 2022-12-30 | 2024-07-04 | Theai, Inc. | Archetype-based generation of artificial intelligence characters |
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| WO2024170658A1 (en) * | 2023-02-17 | 2024-08-22 | Sony Semiconductor Solutions Corporation | Device, method, and computer program to control an avatar |
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| US12589309B2 (en) | 2023-08-10 | 2026-03-31 | Sony Interactive Entertainment Inc. | Tailoring in-game dialogue to player attributes |
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| US20250124662A1 (en) * | 2023-10-17 | 2025-04-17 | Kyndryl, Inc. | Preventing harassment on metaverse environments |
| JP2025077645A (ja) * | 2023-11-07 | 2025-05-19 | 株式会社リコー | 情報処理装置、情報処理方法、プログラム、情報処理システム |
| US20250182366A1 (en) * | 2023-11-30 | 2025-06-05 | Nvidia Corporation | Interactive bot animations for interactive systems and applications |
| CN118135068B (zh) * | 2024-05-07 | 2024-07-23 | 深圳威尔视觉科技有限公司 | 基于虚拟数字人的云互动方法、装置及计算机设备 |
| US12271986B1 (en) * | 2024-12-17 | 2025-04-08 | Peakspan Capital Management, Llc | Systems and methods for generating an autonomous bot that replicates speech characteristics, visual expressions, and actions of a professional |
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-
2020
- 2020-06-04 CN CN202080041919.9A patent/CN114303116A/zh active Pending
- 2020-06-04 AU AU2020287622A patent/AU2020287622A1/en not_active Abandoned
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Patent Citations (2)
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| JP2015526168A (ja) * | 2012-07-26 | 2015-09-10 | クアルコム,インコーポレイテッド | 拡張現実を制御するための方法および装置 |
| US20170256262A1 (en) * | 2016-03-02 | 2017-09-07 | Wipro Limited | System and Method for Speech-to-Text Conversion |
Cited By (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2024038699A1 (ja) * | 2022-08-19 | 2024-02-22 | ソニーセミコンダクタソリューションズ株式会社 | 表情加工装置、表情加工方法および表情加工プログラム |
| WO2025089532A1 (en) * | 2023-10-23 | 2025-05-01 | Samsung Electronics Co., Ltd. | Electronic device and method for managing iot devices in a metaverse environment |
| US12554318B2 (en) | 2023-10-23 | 2026-02-17 | Samsung Electronics Co., Ltd. | Electronic device and method for managing IoT devices in a metaverse environment |
| JP7632925B1 (ja) | 2024-02-22 | 2025-02-19 | デジタルヒューマン株式会社 | 情報処理システム、情報処理方法及びプログラム |
| JP2025128870A (ja) * | 2024-02-22 | 2025-09-03 | デジタルヒューマン株式会社 | 情報処理システム、情報処理方法及びプログラム |
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| EP3980865A1 (en) | 2022-04-13 |
| WO2020247590A1 (en) | 2020-12-10 |
| CA3137927A1 (en) | 2020-12-10 |
| US11501480B2 (en) | 2022-11-15 |
| KR20220039702A (ko) | 2022-03-29 |
| US20230145369A1 (en) | 2023-05-11 |
| CN114303116A (zh) | 2022-04-08 |
| EP3980865A4 (en) | 2023-05-17 |
| AU2020287622A1 (en) | 2021-11-18 |
| US20220148248A1 (en) | 2022-05-12 |
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