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Virtual Human

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Virtual humans are computer-generated representations of human beings, designed to simulate human-like interactions and behaviors. They are utilized in various applications, including virtual reality, artificial intelligence, and social robotics, to enhance user experience and facilitate communication in digital environments.
As part of the Institute for Creative Technologies and the School of Cinematic Arts at the University of Southern California, the Mixed Reality lab develops technologies and techniques for presenting realistic immersive training... more
Material culture is the conventional name for the tangible yield of human conduct. We have things to study, and we must record them dutifully and examine them lovingly if the abstraction called culture is to be compassed."… "The design is... more
Molecular medicine is undergoing a revolution, creating a data fog that may obscure understanding. The functioning human is analogous to a biological factory controlled by an incredibly complex Information and Communication (IC) network.... more
The audio of the spoken dialogue between a human and a virtual human (VH) is analyzed to explore the impact of H-VH interaction. The goal is to determine if conversing with a VH can elicit detectable and systematic vocal changes. To study... more
We describe the design, implementation and evaluation of a novel multi-agent scenario generation framework for interactive virtual reality simulations towards preventive medicine education. Our scenario generation framework is based on... more
Backchannel feedback is an important kind of nonverbal feedback within face-to-face interaction that signals a person's interest, attention and willingness to keep listening. Learning to predict when to give such feedback is one of the... more
Virtual humans are embodied software agents that should not only be realistic looking but also have natural and realistic behaviors. Traditional virtual human systems learn these interaction beha- viors by observing how individuals... more
This paper proposes a scripting approach to facial animations for embodied agents, in particular for X3D/VRML-based web agents. The use of a scripting technology to control facial expressions has the advantage that it results in highly... more
STEP is a scripting language for embodied agents. STEP has been implemented in DLP, an object-oriented parallel logic programming language. This paper discusses how the scripting approach can be extended with facial expressions for... more
The pace in computing, graphics and networking technologies together with the demand from real-life applications made it a requirement to develop more realistic virtual environments (VEs). Realism not only includes believable appearance... more
Since a few years, the terms of virtual, synthetic or digital actors have been extensively used in order to describe very different kinds of entities. The term “actor” is well-known in the world of cinema and everybody knows it. A... more
We outline the main features of our synthetic virtual human sign language system, JASigning. We describe how we have extended its input notation, SiGML, to allow explicit control of performance time, and we describe our initial steps on... more
Virtual human, with realistic behaviors and social skills, evoke in users a range of social behaviors normally only seen in human face-to-face interactions. One of the key challenges in creating such virtual humans is to give them... more
Abstract. In a computer supported distant collaboration, communication between users can be enhanced with a visual channel. Plain videos of individual users unfortunately fail to render their joint actions on the objects they share, which... more
In a remote computer-mediated collaboration, co-workers have a limited perception of each other. Virtual humans can be used to increase interaction by immersion in 3D collaborative virtual environment. We discuss solutions to immerse... more
To my family for their love and support my daddy, my mommy, my brother, and my husband This doctoral thesis was realized during my employment in the Artificial Intelligence Group headed by Prof. Ipke Wachsmuth at the Faculty of Technology... more
Allowing virtual humans to align to others' perceived emotions is believed to enhance their cooperative and communicative social skills. In our work, emotional alignment is realized by endowing a virtual human with the ability to... more
Alignment can be defined as the ability to adjust to the behavior of others. This is relevant in research on virtual humans because it would allow them to behave more believably in human-computer interaction and would facilitate their... more
Allowing virtual humans to align to others' perceived emotions is believed to enhance their cooperative and communicative social skills. In our work, emotional alignment is realized by endowing a virtual human with the ability to... more
Expressing and recognizing affective states with respect to facial expressions is an important aspect in perceiving virtual humans as more natural and believable. Based on the results of an empirical study a system for simulating... more
Addressing user's emotions in human-computer interaction significantly enhances the believability and lifelikeness of virtual humans. Emotion recognition and interpretation is realized in our approach by integrating empathy as a... more
A computational agent model for monitoring and control of a virtual human agent's resources and exhaustion is presented. It models a physically grounded intelligent decision making process within the agent model for physical effort to be... more
This study assesses the integration of Mixed Reality (MR) technologies in medical first responder (MFR) training, focusing on identifying key factors influencing behavioral intention to use MR systems and practical implications for... more
Rendering and animating in real-time a multitude of articulated characters presents a real challenge and few hardware systems are up to the task. Up to now little research has been conducted to tackle the issue of real-time rendering of... more
Integrating virtual human's animation in networked virtual environments (NVEs) has the potential to create severe network load issues. In NVEs, users are represented by their virtual embodiments. The articulated structure of these... more
Rendering and animating in real-time a multitude of articulated characters presents a real challenge and few hardware systems are up to the task. Up to now little research has been conducted to tackle the issue of real-time rendering of... more
At present, very few systems possess the multiple functions required to build real-time deformable humans who look believable and recognizable. In this paper, we describe our interactive system for building a virtual human, fitting... more
We present in this paper an image-based rendering technique to represent virtual humans in real-time. Though we deal only with virtual humans, the concept can be applied to any articulated character. Our technique is termed animated... more
In this paper we present a new workflow allowing the creation of 3D characters in an automated way that does not require the expertise of an animator. This workflow is based of the acquisition of real human data captured by 3D body... more
This paper presents our progress in developing a Virtual Human capable of being an attentive speaker. Such a Virtual Human should be able to attend to its interaction partner while it is speaking-and modify its communicative behavior... more
Virtual humans are computer‐generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human‐human interactions such as creating... more
We present an online system that provides a complete web-based sandbox for creating, testing and publishing embodied conversational agents. The tool, called Roundtable, empowers many different types of authors and varying team sizes to... more
Gaze plays a large number of cognitive, communicative and affective roles in face-to-face human interaction. To build a believable virtual human, it is imperative to construct a gaze model that generates realistic gaze behaviors. However,... more
This paper describes the development of a multi-modal corpus based on multi-party multi-task driven common goal oriented spoken language interaction. The data consists of approximately 10 hours of audio human simulation radio data and... more
The Twins corpus is a collection of utterances spoken in interactions with two virtual characters who serve as guides at the Museum of Science in Boston. The corpus contains about 200,000 spoken utterances from museum visitors (primarily... more
In this paper, we present current research developments in the Virtual Life of autonomous synthetic actors. After a brief description of the perception action principles with a few simple examples, we emphasize the concept of virtual... more
We describe the HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans. We present the design of the system and the integration of the various features:... more
Virtual Life is a new area dedicated to the simulation of life in virtual worlds, human-virtual interaction and immersion inside virtual worlds. Virtual Life cannot exist without the growing development of Computer Animation techniques... more
Evaluating Personality Trait Attribution Based on Gestures by Virtual Agents Kris Liu University of California, Santa Cruz, Santa Cruz, CA, United States Jackson Tolins University of California, Santa Cruz, Santa Cruz, CA, United States... more
Complex, real-world environments may not be fully modeled for an agent, especially if the agent has never operated in the environment before. The agent’s ability to effectively plan and act in the environment is influenced by its... more
We describe an initial prototype of a holodeck-like environment that we have created for the Mission Rehearsal Exercise Project. The goal of the project is to create an experience learning system where the participants are immersed in an... more
To foster a better relationship with virtual agents, agents need to be emotionally intelligent. This study discusses papers which talks on the need for emotional intelligence (EI) in virtual agents and the effects of psychological effects... more
For a growing number of applications it is important that the perceptual behavior of a virtual human be at once realistic and believable. To be realistic, a model needs to be psychologically plausible, and to be believable the behavior... more
This paper presents an account of a Cyberdance performance involving both real and virtual dancers. Preparing for this performance required the integration of a number of virtual human modules into a single system framework capable of... more
In this paper we present the Virtual Park (or VPARK) system. This includes a Networked Virtual Environment (NVE) System, called W-VLNET and an Attraction Building System, able to create and modify attractions used in the NVES. Both... more
In order to enhance the sense of presence within networked Virtual Environments it is important to increase the quality of physical or social interaction of participants with each other and with the environment. We beleive that this... more
In this paper, we present our work on a level of detail(LoD) technique for human-like face models in virtual environments. Conventional LoD techniques have been adapted to allow facial animation on simplified geometric models. This... more