The Rocketbox library and the utility of freely available rigged avatars
العنوان: | The Rocketbox library and the utility of freely available rigged avatars |
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المؤلفون: | Markus Wojcik, Maria V. Sanchez-Vives, Mar Gonzalez-Franco, Jaron Lanier, Mel Slater, Jeremy N. Bailenson, Ye Pan, Antonella Maselli, Bernhard Spanlang, Sergio Orts-Escolano, Anthony Steed, Laura Trutoiu, Nuria Pelechano, Eyal Ofek, Verónica Orvalho, Domna Banakou, Angus Antley |
المساهمون: | Universitat Politècnica de Catalunya. Departament de Ciències de la Computació, Universitat Politècnica de Catalunya. ViRVIG - Grup de Recerca en Visualització, Realitat Virtual i Interacció Gràfica |
المصدر: | UPCommons. Portal del coneixement obert de la UPC Universitat Politècnica de Catalunya (UPC) Frontiers in Virtual Reality |
سنة النشر: | 2020 |
مصطلحات موضوعية: | animation, Computer animation, Blendshapes, blendshapes, 02 engineering and technology, Augmented reality, Virtual reality, Motion capture, Entertainment, 03 medical and health sciences, Virtual humanoids, Embodiment, 0302 clinical medicine, Human–computer interaction, 0202 electrical engineering, electronic engineering, information engineering, motion capture, Animació per ordinador, Avatar, ComputingMethodologies_COMPUTERGRAPHICS, Informàtica::Infografia [Àrees temàtiques de la UPC], rigging, Realitat virtual, Microsoft Rocketbox, avatars, 020207 software engineering, Animation, augmented reality, Rigged avatars, Realitat augmentada, Key (cryptography), virtual reality, Crowd simulation, Rigging, Psychology, 030217 neurology & neurosurgery |
الوصف: | As 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. Avatars, virtual representations of humans, are widely used in VR applications. 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. We divide this paper in two main parts: the first one gives an overview of the different methods available to create and animate avatars. We cover the current main alternatives for face and body animation as well introduce upcoming capture methods. 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. All in all this paper attempts to convey why rigged avatars will be key to the future of VR and its wide adoption. MS-V and MS are funded by NEUROVIRTUAL-AGAUR (2017 SGR 1296). MS-V and Virtual Bodyworks are also supported by the European Union’s Rights, Equality and Citizenship Programme (2014-2020) under Grant Agreement: 881712 (VRperGenere). DB and MS are supported by the European Research Council Advanced Grant MoTIVE #742989. NP was partly funded by the Spanish Ministry of Economy, Industry and Competitiveness under Grant No. TIN2017-88515-C2-1-R. |
وصف الملف: | application/pdf |
اللغة: | English |
URL الوصول: | https://explore.openaire.eu/search/publication?articleId=doi_dedup___::781c58c8b72bc13953020df35683b021 https://hdl.handle.net/2117/334502 |
Rights: | OPEN |
رقم الانضمام: | edsair.doi.dedup.....781c58c8b72bc13953020df35683b021 |
قاعدة البيانات: | OpenAIRE |
الوصف غير متاح. |