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1.
This study examines the joint impact of an individual's relationship with his or her avatar and negative consequences to the avatar on changing the individual's behavioral intentions (BI) in terms of alcohol-impaired driving. One hundred eleven participants volunteered to participate in several experimental conditions where the degree of choice of avatar features and the degree of control of the avatar's actions were manipulated in Second Life, an immersive 3D virtual environment. Participants who were allowed to customize their avatars viewed their avatars not only more similar but also emotionally closer to themselves, and perceived their avatars to be physically more attractive than those who were assigned basic avatars. After observing a car crash caused by drunk driving, participants in the choice and control condition were more likely to change BI positively when they identified their avatars to be similar to themselves, and regarded their avatars more attractive. Furthermore, participants who were allowed to control their avatars were more likely to attribute the responsibility of the car accident to themselves than those who observed someone else's avatar playing. Implications for the use of virtual reality games in promoting healthy behaviors are discussed in detail.  相似文献   

2.
There has been significant progress in generating an animatable 3D human avatar from a single image. However, recovering texture for the 3D human avatar from a single image has been relatively less addressed. Because the generated 3D human avatar reveals the occluded texture of the given image as it moves, it is critical to synthesize the occluded texture pattern that is unseen from the source image. To generate a plausible texture map for 3D human avatars, the occluded texture pattern needs to be synthesized with respect to the visible texture from the given image. Moreover, the generated texture should align with the surface of the target 3D mesh. In this paper, we propose a texture synthesis method for a 3D human avatar that incorporates geometry information. The proposed method consists of two convolutional networks for the sampling and refining process. The sampler network fills in the occluded regions of the source image and aligns the texture with the surface of the target 3D mesh using the geometry information. The sampled texture is further refined and adjusted by the refiner network. To maintain the clear details in the given image, both sampled and refined texture is blended to produce the final texture map. To effectively guide the sampler network to achieve its goal, we designed a curriculum learning scheme that starts from a simple sampling task and gradually progresses to the task where the alignment needs to be considered. We conducted experiments to show that our method outperforms previous methods qualitatively and quantitatively.  相似文献   

3.
This research focuses on computer-mediated communication where users are represented by a graphical avatar. An avatar represents a user's self-identity and desire for self-disclosure. Therefore, the claim is made that there is a relationship between the characteristics of media and the choice of avatar. This study supports the claim by examining the difference between Internet Relay Chat (IRC) avatars and Instant Messenger (IM) avatars as of 2003 when both media had distinct characteristics and popular avatar service in Korea. Users of IRC are generally anonymous and involved with topic-based group discussions, whereas users of IM are known by their “real” names and communicate via one-on-one chitchatting. We found that avatars as symbols for users can have different characteristics in terms of self-identity and self-disclosure in different media. Gender is found to have significant moderation effect on avatar usage, whereas age is shown to have a mixed moderation effect.  相似文献   

4.
This paper introduces the concept of enabling gaze-based interaction for users with high-level motor disabilities to control an avatar in a first-person perspective on-line community. An example community, Second Life, is introduced that could offer disabled users the same virtual freedom as any other user, and so allow disabled users to be able-bodied (should they wish) within the virtual world. A survey of the control demands for Second Life and a subsequent preliminary experiment show that gaze control has inherent problems particularly for locomotion and camera movement. These problems result in a lack of effective gaze control of Second Life, such that control is not practical and show that disabled users who interact using gaze will have difficulties in controlling Second Life (and similar environments). This suggests that these users could once again become disabled in the virtual world by the difficulties in effectively controlling their avatars, and their ‘disability privacy’, or the right to control an avatar as effectively as an able bodied user, and so appear virtually able bodied, will be compromised. Methods for overcoming these difficulties such as the use of gaze aware on-screen assistive tools could overcome these problems, but games manufacturers must design inclusively, so that disabled users may have the right to disability privacy in their Second (virtual) Lives.  相似文献   

5.
Immersive virtual reality allows people to inhabit avatar bodies that differ from their own, and this can produce significant psychological and physiological effects. The concept of homuncular flexibility (Lanier, 2006) proposes that users can learn to control bodies different from their own by changing the relationship between tracked and rendered motion. We examine the effects of remapping movements in the real world onto an avatar that moves in novel ways. In Experiment 1, participants moved their legs more than their arms in conditions where leg movements were more effective for the task. In Experiment 2, participants controlling 3‐armed avatars learned to hit more targets than participants in 2‐armed avatars. We discuss the implications of embodiment in novel bodies.  相似文献   

6.
3D garment capture is an important component for various applications such as free‐view point video, virtual avatars, online shopping, and virtual cloth fitting. Due to the complexity of the deformations, capturing 3D garment shapes requires controlled and specialized setups. A viable alternative is image‐based garment capture. Capturing 3D garment shapes from a single image, however, is a challenging problem and the current solutions come with assumptions on the lighting, camera calibration, complexity of human or mannequin poses considered, and more importantly a stable physical state for the garment and the underlying human body. In addition, most of the works require manual interaction and exhibit high run‐times. We propose a new technique that overcomes these limitations, making garment shape estimation from an image a practical approach for dynamic garment capture. Starting from synthetic garment shape data generated through physically based simulations from various human bodies in complex poses obtained through Mocap sequences, and rendered under varying camera positions and lighting conditions, our novel method learns a mapping from rendered garment images to the underlying 3D garment model. This is achieved by training Convolutional Neural Networks (CNN‐s) to estimate 3D vertex displacements from a template mesh with a specialized loss function. We illustrate that this technique is able to recover the global shape of dynamic 3D garments from a single image under varying factors such as challenging human poses, self occlusions, various camera poses and lighting conditions, at interactive rates. Improvement is shown if more than one view is integrated. Additionally, we show applications of our method to videos.  相似文献   

7.
Easy editing of a clothed 3D human avatar is central to many practical applications. However, it is easy to produce implausible, unnatural looking results, since subtle reshaping or pose alteration of avatars requires global consistency and agreement with human anatomy. Here, we present a parametric editing system for a clothed human body, based on use of a revised SCAPE model. We show that the parameters of the model can be estimated directly from a clothed avatar, and that it can be used as a basis for realistic, real-time editing of the clothed avatar mesh via a novel 3D body-aware warping scheme. The avatar can be easily controlled by a few semantically meaningful parameters, 12 biometric attributes controlling body shape, and 17 bones controlling pose. Our experiments demonstrate that our system can interactively produce visually pleasing results.  相似文献   

8.
The purposes of this study are to classify body types of Korean women in their twenties and thirties for the creation of the 3D avatars and to propose the representative body size of each body type by analyzing the body size of Korean women in their twenties and thirties, to propose a 3D avatar modeling process design that reflects the body shapes of Korean women in their twenties and thirties, and to present standard 3D avatars of each body type of Korean women in their twenties and thirties which are verified with measurement suitability. The 3D anthropometric data of the Korean Anthropometric Survey (6th Size Korea) conducted in 2010 was used in this study. The collected subjects were 410 Korean women in their twenties and thirties. The 3D avatar modeling process using Maya 2013 was proposed to create the representative 3D avatars show superior measurement suitability. This process includes four steps; Analyzing body size measurements, 2D Image plane design, 3D avatar modeling, and 3D avatar evaluation. The 3D avatars created with this process showed the acceptable range of error. The factor analysis was performed on fifty-five body measurements chosen from the measurements of the 6th Size Korea anthropometric survey. Seven factors were extracted. With the seven extracted factors, body shapes of 406 Korean women in their twenties and thirties are classified into four groups by cluster analysis. The classified groups were named Full & Short, Slim & Short, Full & Tall, and Slim & Tall.  相似文献   

9.
This paper investigates whether the nature of an online environment can prime users to create avatars that emphasize particular characteristics. Participants created an avatar for one of three contrasting settings: blogging, dating or gaming. For the most part, avatars in blogging were created to accurately reflect their owners’ physical appearance, lifestyle and preferences. By contrast, participants in the dating and gaming treatments accentuated certain aspects of their avatar to reflect the tone and perceived expectations of the context. For instance, avatars in dating were made to look more attractive while avatars in gaming were made to look more intellectual. Yet, predominantly, these emphasized avatar attributes drew on participants’ self-image, and thus avatars were perceived by their owners as highly similar to themselves. The implications of these results are discussed against current frameworks of online identity and behavior. Most importantly, we use our results to extract design recommendations for improving avatar-driven applications.  相似文献   

10.
This paper examines how users negotiate their self-presentation via an avatar used in social media. Twenty participants customised an avatar while thinking aloud. An analysis of this verbal data revealed three motivating factors that drive self-presentation: (1) avatars were used to accurately reflect their owners’ offline self; participants chose to display stable self-attributes or idealised their avatar by concealing or emphasising attributes aligned to imagined social roles, (2) the diversity of customisation options was exploited by some participants who broke free from the social rules governing self-presentation offline; others used the avatar's appearance to emotionally provoke and engage the avatar viewer and finally, (3) avatars were used as proxies; participants designed their online self in order to convey a message to a significant other.  相似文献   

11.
This study explored the effects of avatars on deception – how perceived avatar likeness to self can affect the truthfulness and accuracy of interactions online. More specifically, this study examined the extent to which perceived avatar similarity influences self-awareness and users’ degree of attraction to them, and how these psychological states affect deception in the context of Second Life. The results, based on web-based survey data of 159 Second Life users, revealed that avatar similarity in attitude and behavior to the owner heightened self-awareness, which, in turn, reduced deception. Perceived avatar similarity in terms of appearance was found to have a direct negative impact on deception so that those who perceived their avatars to look similar to themselves were less likely to engage in deceptive behavior. Implications of the findings are discussed.  相似文献   

12.
Although avatars may resemble communicative interface agents, they have for the most part not profited from recent research into autonomous embodied conversational systems. In particular, even though avatars function within conversational environments (for example, chat or games), and even though they often resemble humans (with a head, hands, and a body) they are incapable of representing the kinds of knowledge that humans have about how to use the body during communication. Humans, however, do make extensive use of the visual channel for interaction management where many subtle and even involuntary cues are read from stance, gaze, and gesture. We argue that the modeling and animation of such fundamental behavior is crucial for the credibility and effectiveness of the virtual interaction in chat. By treating the avatar as a communicative agent, we propose a method to automate the animation of important communicative behavior, deriving from work in conversation and discourse theory. BodyChat is a system that allows users to communicate via text while their avatars automatically animate attention, salutations, turn taking, back-channel feedback, and facial expression. An evaluation shows that users found an avatar with autonomous conversational behaviors to be more natural than avatars whose behaviors they controlled, and to increase the perceived expressiveness of the conversation. Interestingly, users also felt that avatars with autonomous communicative behaviors provided a greater sense of user control.  相似文献   

13.
一种基于混合模型的实时虚拟人服装动画方法   总被引:1,自引:0,他引:1  
实时服装动画生成技术能够为三维虚拟角色实时地生成逼真的服装动态效果,在游戏娱乐、虚拟服装设计展示等领域有着广泛的应用前景.其难点在于如何建立服装动画计算模型,在实时计算的前提下获得最佳的服装动画生成效果.在对服装模型与人体模型在运动过程中发生的位置冲突(collision,也称碰撞)进行分析的基础上,研究并提出了一种基于混合模型的实时虚拟人服装动画计算模型.首先,根据服装动画样本数据中服装与人体发生位置冲突的信息,对服装与人体的运动相关性进行分析;在此基础上,提出并实现一种新的混合策略,将具有较好服装动态模拟效果的动力学计算模型与具有较高计算效率的几何变形方法进行混合,建立支持实时计算且效率可动态控制的服装动画计算模型.实验结果表明,该计算模型能够实时地生成具有较好视觉逼真性的服装动画.  相似文献   

14.
One of the most interesting research lines about avatars is the design and the implementation of a synthetic behaviour able to drive avatar's actions according to an adaptive interaction paradigm. This aspect, indeed, is of fundamental importance to many advanced applications involving avatars and humans. This study presents a novel framework exploiting augmented reality to visualize a synthetic 3D virtual guide inside an exhibit or a public gallery, to assist visitors wearing a Head Mounted Display during their visit and providing them with both visual and informative enhancements not available in a standard tour. The Human–avatar interaction is approached through a model based on timed automata to address the conversational issues and to improve the quality of interaction by means of an effective synchronization. A usability study conducted on an application of this research to the “avatar assisted tour” of a roman villa, confirms the efficacy of the approach.  相似文献   

15.
We conducted an experiment to evaluate the use of embodied survey bots (i.e., software-controlled avatars) as a novel method for automated data collection in 3D virtual worlds. A bot and a human-controlled avatar carried out a survey interview within the virtual world, Second Life, asking participants about their religion. In addition to interviewer agency (bot vs. human), we tested participants’ virtual age, that is, the time passed since the person behind the avatar joined Second Life, as a predictor for response rate and quality. The human interviewer achieved a higher response rate than the bot. Participants with younger avatars were more willing to disclose information about their real life than those with older avatars. Surprisingly, the human interviewer received more negative responses than the bot. Affective reactions of older avatars were also more negative than those of younger avatars. The findings provide support for the utility of bots as virtual research assistants but raise ethical questions that need to be considered carefully.  相似文献   

16.
This paper presents a new approach for intuitively modeling a three-dimensional (3D) garment around a 3D human model by two-dimensional (2D) sketches input. Our approach is feature based—every human model has pre-defined features, and the constructed garments are related to the features on human models. Firstly, a feature template for creating a customized 3D garment is defined according to the features on a human model; secondly, the profiles of the 3D garment are specified through 2D sketches; finally, a smooth mesh surface interpolating the specified profiles is constructed by a modified variational subdivision scheme. The resulting mesh surface can be cut and flattened into 2D patterns to be manufactured. Our approach provides a 3D design tool to create garment patterns directly in the 3D space through 2D strokes, which is a characteristic not available in other computer aided garment design systems. The constructed garment patterns are related to the features on a human model, so the patterns can be regenerated automatically when creating the same style of garment for other human models. Our technique can greatly improve the efficiency and the quality of pattern making in the garment industry.  相似文献   

17.
In both online and offline interactions, the visual representation of people influences how others perceive them. In contrast to the offline body, an online visual representation of a person is consciously chosen and not stable. This paper reports the results of a 2 step examination of the influence of avatars on the person perception process. Specifically, this project examines the reliance on visual characteristics during the online perception process, and the relative influence of androgyny, anthropomorphism and credibility. In the first step, 255 participants fill out a survey where they rated a set of 30 static avatars on their credibility, androgyny, and anthropomorphism. The second step is a between subjects experiment with 230 participants who interact with partners represented by one of eight avatars (high and low androgyny, and anthropomorphism by high and low credibility). Results show that the characteristics of the avatar are used in the person perception process. Causal modeling techniques revealed that perceptions of avatar androgyny influence perceptions of anthropomorphism, which influences attributions of both avatar and partner credibility. Implications of these results for theory, future research, and users and designers of systems using avatars are discussed.  相似文献   

18.
基于草图交互的个性化服装生成方法   总被引:3,自引:1,他引:3  
以建立和交互修改三维服装草图为设计手段,提出在三维人体模型上生成三维个性化服装的参数化造型方法.服装草图由2种基本几何元素组成:体现人体围度信息的封闭样条曲线和体现人体在高度方向上曲面形状过渡的不封闭样条曲线.将服装草图约束分为2类4种:一类是体现服装宽松程度的人体与服装曲面之间的间隙约束;另一类是服装几何元素本身之间的共点、共面与对称约束.从人体的特征点出发,通过间隙约束生成服装草图的几何元素;在共点、对称和共面约束下,由服装草图几何元素建立拓扑结构为四边网格的服装草图.服装草图的交互修改是草图约束维护的过程,构建侧视图、正视图、断面图3个视图组成草图修改平台,在平台上交互编辑特征曲线.服装曲面则以三维草图为框架,通过对四边网格双线性Coons曲面插值生成.提供的设计方法使服装的造型变得简洁、灵活.  相似文献   

19.
It has become increasingly common for Web sites and computer media to provide computer generated visual images, called avatars, to represent users and bots during online interactions. In this study, participants (N = 255) evaluated a series of avatars in a static context in terms of their androgyny, anthropomorphism, credibility, homophily, attraction, and the likelihood they would choose them during an interaction. The responses to the images were consistent with what would be predicted by uncertainty reduction theory. The results show that the masculinity or femininity (lack of androgyny) of an avatar, as well as anthropomorphism, significantly influence perceptions of avatars. Further, more anthropomorphic avatars were perceived to be more attractive and credible, and people were more likely to choose to be represented by them. Participants reported masculine avatars as less attractive than feminine avatars, and most people reported a preference for human avatars that matched their gender. Practical and theoretical implications of these results for users, designers, and researchers of avatars are discussed.  相似文献   

20.
直接设计一个三维服装模型不仅耗时而且需要专业服装设计知识。为简化这一复杂 的建模过程,提出基于部件化构建的三维服装快速编辑方法,其关键在于通过分割和融合的网格 编辑技术从已有的服装模型中快速构建新的三维服装模型。首先按照服装分类分割出不同类型的 服装部件。其次基于分割出的三维服装部件以及已有的服装模型,建立部件间以及部件与模型间 的几何约束关系,把二维均值坐标插值方法应用到三维服装网格融合中,把方程数值求解问题转 化为线性插值问题,避免求解线性方程组。最后根据柔性服装的特征,构造适于柔性服装光滑保 形变换的方法。实验结果表明,该算法在不影响融合效果的前提下可以提高融合的效率,能够有 效地实现三维服装的快速编辑。  相似文献   

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