Professional Documents
Culture Documents
Ruth Aylett
Overview
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IVAS
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Synthetic characters
Embodied conversational characters (ECAs)
Virtual humans
BUT do not have to be humanoid
Why IVAs?
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Adding life to a VE
Animals, birds, insects
Crowds
E.g. students in the virtual campus
As a guide or teacher
Front-end to embedded knowledge in a VE
As a character in a story
Computer games
Interface agents
On web pages to make them more human
Personal representative
Sales rep
Why IVAs? - 2
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As virtual actors
Instead of extras
Immersive Education Media Stage
As part of a simulation
Hostage release training
Battlefield medical training
Scientific investigation
Buildings evacuation
Testing for disability friendliness
Ecology and animal behaviour
Avatars
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Video avatars
(ALIVE, MIT)
unencumbered interaction
between human visitor and
virtual character based on
position, postures, and gestures
main focus on virtual presence
http://www.ai.univie.ac.at/oefai/agents/
Believability
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The uncanny
valley
Work by a Japanese
researcher, Mori
Acceptability v
naturalism
Goes -ve as
becomes nearly
human
SEE: http://en.wikipedia.org/wiki/Uncanny_Valley
Interactive responsiveness
Memory of interaction a key issue
Games create a real problem with instant rewind
Building a body
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Creation of skeleton
Required for animation later
Polygonal body
But overall count must be low for real-time
interaction, low 000s or less if possible
Texture
Images
X4
Silhouette
Images
X4
Apply Textures
to Deformed
Mesh
Walking around
Jumping, running, swimming
Human and non-human
Picking things up
Agent-agent interaction
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Gesture
Talking heads
Facial muscles, lip synch
Group Movement
Crowds, flocks, herds
Animation
Drawing on cartoon animation
Motion capture
Drawing on gait analysis and then film
PBM
Drawing on robotics
Analytically calculated
Learned
Animation
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Can it be standardised?
Self-animation
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Standardising animation?
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H-anim
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H-anim
And in X3d..
<HAnimJoint DEF='hanim_l_hip' center='0.0961 0.9124 -0.0001'
name='l_hip'>
<HAnimSegment DEF='hanim_l_thigh' name='l_thigh'/>
<HAnimJoint DEF='hanim_l_knee' center='0.1040 0.4867
0.0308' name='l_knee'>
<HAnimSegment DEF='hanim_l_calf' name='l_calf'/>
<HAnimJoint DEF='hanim_l_ankle' center='0.1101 0.0656 0.0736' name='l_ankle'>
<HAnimSegment DEF='hanim_l_hindfoot
name='l_hindfoot'/>
</HAnimJoint>
</HAnimJoint>
</HAnimJoint>
Motion capture
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Electro-magnetic or by camera
Produces the most natural results
Extensively used in film for graphical extras
Can be used on avatars very successfully to transmit user
movement to their graphical representation
Mocap process
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Calibration
Capture
3D Position Reconstruction
Fitting to the Skeleton
Post Processing
Calibration
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Wand
Calibrate and triangulate
cameras and capture
volume
L-frame
Define ground plane, up
vector and origin
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Utopian approach
10 20% length
changes
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Markers on both
sides
Joint Displacement
Use Rotation Angles
Only
Post Processing
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Motion Editing
Cut, Copy, Paste
Motion Warping
Speed up or Slow Down
Rotate, Scale or Translate
Physically-based modelling
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Inverse kinematics
If you want the end effector at x,y,z
How much should which joints move?
Ragdoll models
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Learning to move
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http://www.csri.utoronto.ca/~dt/
Virtual sensors
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Scales well
Not affected by global size of environment
Credits
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