Content Awareness
Digital People direct the attention of users to onscreen content, with glances, hand gestures, and pointing.
Content awareness is enabled on Digital people with languages that support Real-Time Gesturing or Behavior Styles (English Human OS 2.2+, Japanese Human OS 2.3+ and Korean Human OS 2.4+), and a UI that supports Content Awareness.
How content awareness works
When the @showcards
command is used to display onscreen content, content awareness behavior is autonomously triggered.
@showcards triggers:
a glance at the content
an arm gesture towards the content
@showcards does not trigger:
pointing at content (this needs to be triggered using the
@PointObject
command )
How commands work
Commands that are subsequent to @showcards
in a sentence strip the autonomous behaviour out and introduce what a user wants specifically. Available commands to use are:
Glancing:
@AttendObject
Gesturing:
@GestureObject
@GestureObjectBothSides
Pointing:
@PointObject
@PointObjectPalmUp
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Examples:
Here is a picture of my cat, @showCards(cat) her name is Calliope.
Using @showcards(cat) on its own displays the image of the cat, and triggers a glance and an arm gesture.
Here is a picture of my cat, @showCards(cat) her @AttendObject(cat) name is Calliope.
The subsequent use of @AttendObject(cat) in the sentence refines the autonomous behaviour to include the glance only, deactivating the arm gesture.
Here is a picture of my cat, @showCards(cat) her @PointObject(cat) name is Calliope.
The subsequent use of @PointObject(cat) in the sentence refines the autonomous behaviour to include the glance, deactivates the arm gesture, and includes a pointing gesture.
What content awareness behavior looks like
Glancing | |
@AttendObject with Responsive Camera selected | @AttendObject with extended glance with a Static Camera option selected |
Gesturing | |
 |  |
Pointing | |
 |  |
Note: If placing content on both sides of the digital person we recommend using either the Responsive or Cinematic camera behavior options. |
Screen zones
Content awareness behavior is also controlled by zone of the screen in which the onscreen content is placed, the size of the frame, and the location of the Digital Person.
Content in the yellow zones triggers glancing.
Content in the blue zones triggers glancing and an arm gesture.
Content in the pink zone triggers glancing and can trigger a pointing gesture.
How commands and screen zone rules interact
If an object is placed inside the pointing zone, both the
@PointObject
and@GestureObject
will result in pointing behavior.If an object is placed in the gesturing zones, both
@PointObject
and@GestureObject
will result in gesturing behavior.If an object is placed in the glancing zones, both
@PointObject
and@GestureObject
are disabled, and glancing is performed.If the frame area is too small to perform gesturing or pointing (not enough space for arm movement, for example in the widget), both
@PointObject
and@GestureObject
are disabled, and glancing is performed.
Behavior hierarchy
Our autonomous animation system is built with a hierarchy, so that all aspects of our gesturing and behavior work seamlessly together.
1 | Glancing at onscreen content Glancing at onscreen content takes precedence. However glancing will be performed simultaneously with either gesturing and emotional behavior from Real-Time Gesturing and Behavior Styles, or Pointing and Gesturing at onscreen content. Glancing also takes precedence over conflicting behavior from Behavior Tags. |
2 | Pointing and Gesturing at onscreen content Pointing and Gesturing at onscreen content override arm gestures triggered by Real-Time Gesturing and Behavior Styles within the same sentence. Some head and neck gestures and all emotional behavior from Behavior Tags, Real-Time Gesturing and Behavior Styles and will be performed simultaneously. |
3 | Behavior Tags Behavior Tags override some head and neck gestures and all emotional behavior from Real-Time Gesturing and Behavior Styles. |
4 | Real-Time Gesturing and Behavior Styles Autonomous emotional and gestural behavior from Real-Time Gesturing and Behavior Styles will be performed at all times when not overridden by glancing, pointing or gesturing at onscreen content, or Behavior Tags. |
Glancing at content
@attendObject
object_id: string | The id of the on-screen element that the Digital Person should look towards. For the Default UI this is supported for content blocks, and should use the same object_id as would be used for the @showcards() speech marker. For a custom UI this is supported for any element marked up with the data-sm-content="objectId" HTML attribute. See Content Awareness. |
start_time: float | The number of seconds delay before the Digital Person should look towards the on-screen element. This delay is relative from the point in speech that the speech marker is reached. default: 0 (zero seconds, no delay) |
duration: float | The number of seconds that the Digital Person should continue looking at the on-screen element. default: 1 (one second) |
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Gesturing at content
@gestureObject
object_id: string | The id of the on-screen element that the Digital Person should gesture towards. For the Default UI this is supported for content blocks, and should use the same object_id as would be used for the @showcards() speech marker. For a custom UI this is supported for any element marked up with the data-sm-content="objectId" HTML attribute. See Content Awareness. |
start_time: float | The number of seconds delay before the Digital Person should look towards the on-screen element. This delay is relative from the point in speech that the speech marker is reached. default: 0 (zero seconds, no delay) |
duration: float | The number of seconds that the Digital Person should continue looking at the on-screen element. default: 1 (one second) |
@GestureObjectBothSides
The developer has to make sure that objects are placed on both sides of Digital Person in the blue zones above, as the Digital Person will always perform the gesture.
object_id_1: string object_id_2: string | The id of the on-screen element that the Digital Person should gesture towards. For the Default UI this is supported for content blocks, and should use the same object_id as would be used for the @showcards() speech marker. For a custom UI this is supported for any element marked up with the data-sm-content="objectId" HTML attribute. See Content Awareness. |
start_time: float | The number of seconds delay before the Digital Person should look towards the on-screen element. This delay is relative from the point in speech that the speech marker is reached. default: 0 (zero seconds, no delay) |
duration: float | The number of seconds that the Digital Person should continue looking at the on-screen element. default: 1 (one second) |
Pointing at content
The Digital Person will perform pointing with either their right or left hand depending on the content placement with respect to the Digital Person. They will not reach across their own body.
Pointing has the highest priority in the animation system, overriding Real-Time Gesturing, and Behavior Styles. This feature is enabled via the corpus-based command. You have a choice of hand shape of the Digital Person for pointing at content:
Finger point @PointObject(x)
Palm half up @PointObjectPalmUp(x)
Using pointing effectively
To use pointing effectively put the showcards command into the corpus first, and then the point command should be added at least three words later.
To use multiple pointing commands close together: individual pointing commands should be separated by a minimum of three or more words. In the below example, the two pointing commands are separated by 6 words.
To use both pointing and gesturing at content in the same sentence; gesture commands must be manually inserted. This is because the use of a pointing command in a sentence disables the otherwise automatic insertion of a gesture for additional content.
@PointObject
object_id: string | The id of the on-screen element that the Digital Person should point at. By default, the target of pointing is the center of a content box. If an object is specified with providing UV coordinates, for example:
then the pointing target will be given a UV coordinate. Here, UV coordinate is a local coordinate with respect to the content box. For the Default UI this is supported for content blocks, and should use the same object_id as would be used for the @showcards() speech marker. For a custom UI this is supported for any element marked up with the data-sm-content="objectId" HTML attribute. See Content Awareness. |
start_time: float | The number of seconds delay before the Digital Person should point at the on-screen element. This delay is relative from the point in speech that the speech marker is reached. default: 0 (zero seconds, no delay) |
duration: float | The number of seconds that the Digital Person should continue pointing at the on-screen element. default: 1 (one second) |
@PointObjectPalmUp
The Digital Person will perform pointing in the same way as for command @PointObject()
but with a different pointing style. Here, the palm would be turned halfway up and fully open. See parameter description for @PointObject()
command.
In the following examples, both the @PointObject
and @PointObjectPalmUp
functions are used in the corpus.
Pointing without coordinates
Sample payload for cards:
Pointing with coordinates
Sample payload for cards:
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