![]() ![]() Avatars created with computer graphics can reach such a level of realism that they can substitute real humans inside Virtual Reality (VR) or Augmented Reality (AR). The behavior of an avatar is defined by the movements the 3D model can perform. The morphology of an avatar refers to the definition of the shape and structure of the geometry of the 3D model, and it usually complies with the anatomical structure of the human body. A human-like avatar is defined by its morphology and behavior. When these avatars are rigged they have a skeleton system, can walk and be animated to resemble people. These digital avatars are a collection of geometry (meshes, vertex) and textures (images) combined to look like real humans in three dimensions (3D). However, in this paper we focus on anthropomorphically correct digital human representations: avatars. When representing users or computer-controlled agents within computer graphics systems we have a range of alternatives from abstract and cartoon-like, through human-like to fantastic creations from our imagination. All in all this paper attempts to convey why rigged avatars will be key to the future of VR and its wide adoption. The second part presents the scientific evidence of the utility of using rigged avatars for embodiment but also for applications such as crowd simulation and entertainment. ![]() We cover the current main alternatives for face and body animation as well introduce upcoming capture methods. We divide this paper in two main parts: the first one gives an overview of the different methods available to create and animate avatars. Furthermore many research areas ranging from crowd simulation to neuroscience, psychology, or sociology have used avatars to investigate new theories or to demonstrate how they influence human performance and interactions. Avatars, virtual representations of humans, are widely used in VR applications. 17Department of Communication, Stanford University, Stanford, CA, United StatesĪs part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR) research community.16Institució Catalana de Recerca i Estudis Avançats, Barcelona, Spain.15Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.14Independent Researcher, Hannover, Germany.13Independent Researcher, Seattle, WA, United States.11Instituto de Telecomunicações, Porto, Portugal.10Faculdade de Ciências, Universidade do Porto, Porto, Portugal.9Google, Mountain View, CA, United States.8Computer Science Department, Universitat Politècnica de Catalunya, Barcelona, Spain.7EventLab, Universitat de Barcelona, Barcelona, Spain.6Department of Psychology, Institute of Neurosciences of the University of Barcelona, Barcelona, Spain.5Institute of Cognitive Sciences and Technologies, National Research Council, Rome, Italy.4Virtual Bodyworks S.L., Barcelona, Spain.3Computer Science Department, University College London, London, United Kingdom.2Disney Research, Los Angeles, CA, United States.1Microsoft Research, Redmond, WA, United States.Sanchez-Vives 15,16, Jeremy Bailenson 17, Mel Slater 6,7 and Jaron Lanier 1 Mar Gonzalez-Franco 1 *, Eyal Ofek 1, Ye Pan 2, Angus Antley 1, Anthony Steed 1,3, Bernhard Spanlang 4, Antonella Maselli 5, Domna Banakou 6,7, Nuria Pelechano 8, Sergio Orts-Escolano 9, Veronica Orvalho 10,11,12, Laura Trutoiu 13, Markus Wojcik 14, Maria V. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |