About: Virtual actor is a research topic. Over the lifetime, 601 publications have been published within this topic receiving 9327 citations. The topic is also known as: virtual human & virtual persona.
TL;DR: Results indicated that participants maintained greater distance from virtual humans when approaching their fronts compared to their backs, and gave more personal space to virtual agents who engaged them in mutual gaze.
Abstract: Digital immersive virtual environment technology (IVET) enables behavioral scientists to conduct ecologically realistic experiments with near-perfect experimental control. The authors employed IVET to study the interpersonal distance maintained between participants and virtual humans. In Study 1, participants traversed a three-dimensional virtual room in which a virtual human stood. In Study 2, a virtual human approached participants. In both studies, participant gender, virtual human gender, virtual human gaze behavior, and whether virtual humans were allegedly controlled by humans (i.e., avatars) or computers (i.e., agents) were varied. Results indicated that participants maintained greater distance from virtual humans when approaching their fronts compared to their backs. In addition, participants gave more personal space to virtual agents who engaged them in mutual gaze. Moreover, when virtual humans invaded their personal space, participants moved farthest from virtual human agents. The advantages an...
TL;DR: The issues and available tools in three key areas of virtual human research: face-to-face conversation, emotions and personality, and human figure animation are overviewed.
Abstract: Discusses some of the key issues that must be addressed in creating virtual humans, or androids. As a first step, we overview the issues and available tools in three key areas of virtual human research: face-to-face conversation, emotions and personality, and human figure animation. Assembling a virtual human is still a daunting task, but the building blocks are getting bigger and better every day.
TL;DR: The second edition of Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods and a free-of-collision method for crowds.
Abstract: Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area. The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations which is an additional challenge, particularly when crowds are very large. Crowd Simulation analyses these challenges in depth and suggests many possible solutions. Daniel Thalmann and Soraia Musse share their experiences and expertise in the application of: Population modeling Virtual human animation Behavioral models for crowds The connection between virtual and real crowds Path planning and navigation Visual attention models Geometric and populated semantic environments Crowd rendering The second edition presents techniques and methods developed since the authors first covered the simulation of crowds in 2007. Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods. The importance of gaze attention individuals appearing conscious of their environment and of others is introduced, and a free-of-collision method for crowds is also discussed.
TL;DR: A new approach to model general interactions between virtual human agents and objects in virtual worlds is presented, designed to deal with many of the possible interactions that may arise while simulating a virtual human performing common tasks in a virtual environment.
Abstract: This paper presents a new approach to model general interactions between virtual human agents and objects in virtual worlds. The proposed framework is designed to deal with many of the possible interactions that may arise while simulating a virtual human performing common tasks in a virtual environment. The idea is to include within the object description, all the necessary information to describe how to interact with it. For this, a feature modeling approach is used, by means of a graphical user interface program, to identify object interaction features. Moving parts, functionality instructions and interaction locations are examples of some considered features. Following this approach, the control of the simulation is decentralized from the main animation control, in the sense that some local instructions on how to deal with the object are encapsulated within the object itself. To illustrate the approach, some examples are shown and discussed.
TL;DR: Using virtual humans to represent participants promotes realism in networked VEs as different message types used to animate the human body and face impose varying network requirements.
Abstract: Using virtual humans to represent participants promotes realism in networked VEs. Different message types used to animate the human body and face impose varying network requirements, as analyzed here.