Representing People in Virtual Environments. Will Steptoe 11 th December 2008

Size: px
Start display at page:

Download "Representing People in Virtual Environments. Will Steptoe 11 th December 2008"

Transcription

1 Representing People in Virtual Environments Will Steptoe 11 th December 2008

2 What s in this lecture? Part 1: An overview of Virtual Characters Uncanny Valley, Behavioural and Representational Fidelity. Part 2: Virtual Characters in VEs Games, Online Social Worlds, Immersive VR, Avatars, Agents. Part 3: 3D Studio Max Demo Part 4: Technical Aspects of Virtual Characters Graphics, Animation, Behaviour

3 What is in this lecture? Virtual characters and realism Graphics, Animation and Behaviour Virtual characters in Virtual Environments Avatars, agents, interaction and AI Character rigging and Animation 3DS Max Demo

4 Highly realistic characters

5 Highly realistic characters Highly realistic characters can cause more problems Realistic characters existing in stills (beginning to in games and VEs) but less so in movies. Not just a computing power issue There are a lot of complex issues to deal with when you have more realistic characters

6 Uncanny Valley As the behaviour and representation of robots (and other facsimiles) of humans approaches that of actual humans, it causes a response of revulsion among human observers. Theory from 70s by roboticist Masahiro Mori Controversial, its not very rigorous or scientific, many people don t believe it There are problems but it maybe captures something

7 The Uncanny Valley

8 The Uncanny Valley Dreamworks reduced realism of Princes Fiona (Shrek): she was beginning to look too real, and the effect was getting distinctly unpleasant Final Fantasy it begins to get grotesque. You start to feel like you're puppeteering a corpse

9

10 Uncanny Valley At low levels of realism, the more realistic a character the more people like it (even this is dubious) But when you get almost real then characters start to get disturbing This is very strong, the uncanny means very disturbing, corpses are used a lot as metaphors Interestingly, there are 2 graphs, movement and appearance, movement is more important

11 Different Levels of Realism Graphical Realism What it looks like (pictures, games, VE, film) Animation Realism How it moves, animation (film, games, VE) Behavioural Realism How it responds and interacts (games/ve)

12 Mismatch in Realism Maybe the problem is that levels of movement and behavioural realism do not match graphical realism This mismatch disturbs us, something that looks human but does not act like a human Consistency

13 Appearance vs. Behaviour Vinayagamoorthy, V., Garau, M., Steed, A., and Slater, M. (2004b). An eye gaze model for dyadic interaction in an immersive virtual environment: Practice and experience. Computer Graphics Forum, 23(1):1 11.

14 Realistic responses in VE? Individuals' self-rated performance was positively correlated with the perceived good mood of the agents Evidence of a negative response especially strong with the negatively inclined audience Sweating and stammering Vocal protests at the agent behaviours Virtual humans with minimal behavioural-visual fidelity can elicit significant user responses Holy grail: Virtual humans with high visual fidelity that mimic real-life context-appropriate behaviours

15 Appearance vs. Behaviour Garau, M., Slater, M., Vinayagamoorthy, V., Brogni, A., Steed, A., and Sasse, A. M. (2003). The impact of avatar realism and eye gaze control on the perceived quality of communication in a shared immersive virtual environment. In Proceedings of SIGCHI, pages Beh. App. Random gaze Inferred * gaze Cartoon Form 3 pairs 3 pairs 3 pairs 3 pairs Higher Fidelity 3 pairs 3 pairs 3 pairs 3 pairs

16 Appearance vs. Behaviour Garau, M., Slater, M., Vinayagamoorthy, V., Brogni, A., Steed, A., and Sasse, A. M. (2003). The impact of avatar realism and eye gaze control on the perceived quality of communication in a shared immersive virtual environment. In Proceedings of SIGCHI, pages App. Cartoon Form Higher Fidelity App. Cartoon Form Higher Fidelity Beh. Beh. Random gaze 3 pairs 3 pairs 3 pairs 3 pairs Random gaze High Low Inferred * gaze 3 pairs 3 pairs 3 pairs 3 pairs Inferred * gaze Low High

17 Appearance vs. Behaviour In each of the responses, the higher fidelity avatar had a higher response with the inferredgaze model And a low response with the random-gaze model Important to note that the differences between both the gaze models were very subtle Saccadic velocity and inter-saccadic intervals (means) Analysis demonstrated a very strong interaction effect between the type of avatar and the fidelity of the gaze model The higher-fidelity avatar did not outperform the cartoon-form avatar Similar hypothesis in the fields of robotics

18 Appearance vs. Behaviour Sparse environment abandoned building Minimise visual distraction One genderless cartoon form character Two gender-matched higher fidelity characters Behaviour Common limb animations and condition-dependent gaze animations Individuals listening in a conversation look at their conversational partner for longer periods of time and more often than when they are talking Negotiation task to avoid a scandal - 10 minutes

19 What responses do you get? Pertaub, D.-P., Slater, M., and Barker, C. (2002). An experiment on public speaking anxiety in response to three different types of virtual audience. Presence: Teleoperators and Virtual Environments, 11(1): David Not very comfortable with public speaking Asked to speak about his favourite subject: cables Behaviours triggered at appropriate intervals Look at the virtual humans

20 The Fear of public speaking The user was asked to give a presentation thrice Positive, Negative and Mixed Positive - agents smiled, leaned forward, faced the user, maintained gaze, clapped hands, etc. Negative - agents yawned, slumped forward, put feet on the table, avoided eye contact, and finally walked out Mixed - agents started off with largely negative responses and gradually turned positive

21 Realism vs Believability The lesson is that we need to be careful with realism for virtual humans Often we prefer to use the term Believability Not how much a character is objectively like a human How much we feel it is/respond to it as if it is Bugs Bunny is very Belivable Photorealism is only one element of believability But don t turn into an anti-realism zealot!

22 Part 2: Characters in Virtual Environments So far we haven t talked about characters in virtual environments Characters are often key to an environment, the primary content We are interested in people so populated environments are interesting

23 Games

24 Games Some characters are just there to be shot at

25 Games

26 Games Some games like the Sims have more complex interactions Supposedly, they have important social interactions (To me it seems more about going to the toilet)

27 Games

28 Games Mario is interesting, he is your representation in the game An avatar Can be compared to a cursor, marking your position, but is clearly something more A strong personality, you take on some of his personality, rather than him just representing you

29 Multi-user worlds

30 Multi-user worlds Avatars become much more important in multiuser worlds (the most important feature?) They also represent you to other people They affect how people perceive you

31 Immersive VR

32 Immersive VR In immersive systems you can interact with life size, real time character This changes the experience again

33 Avatars and Agents Characters in virtual environments fulfill many roles but there are two primary types Avatars Representations of you, or other people User controlled (tracked) Agents Others, that you interact with Computer Controlled Hybrid Part tracked, part simulated

34 Interactive Behaviour Key to both roles is the interaction with a character Composed of two elements, UI and AI User interface In what ways do we interact with a character? Artificial (Augmented) Intelligence How does the character respond? How is it controlled?

35 Agents Many different style of interaction for agents Cannon fodder, Non-player Characters, Crowds, Complex conversational agents Many interactions, shooting, moving, conversation (from dialogue trees to spoken interaction)

36 Agents - Game NPC UI: AI: Moving, shooting Simple conversation Finite state machines Scripts Path Planning

37 Agents - Embodied Conversational Agents UI: AI: Speech conversation Gestures etc. Tracking data Complex conversational AI methods

38 Agents - Embodied Conversational Agents

39 Virtual Humans - Agents Agents are entirely program controlled rather than representing an on-line human. These are examples from virtual fashion shows.

40 Avatars Your representation in the VE A vital part of multi-user worlds A very complex relationship A separate identity that to take on (e.g. Mario) A new identity that you create for yourself (e.g. Second Life)

41 Avatars Outline Why Virtual Human Representations? Avatars and Agents Representing a Person in a VE Designing Virtual Humans Emotion, Personality and Social Intelligence Believable behaviour Conclusions

42 Virtual Human Representations Useful and interesting applications are with other people Simulation of real events Training Entertainment Shared VEs The Others are entirely virtual The Others are entirely real As in shared (networked VEs)

43 Networked VEs Need some representation of the other people in the shared VE Typically called avatars Avatars represent the real tracked person Spatial representation Where they are, what they are looking at Behavioural representation What they are doing

44 Avatars in Shared VE

45 Avatar Representations Spatial Behavioural

46 Avatars and Identity Most users of virtual worlds use avatars as a means of identity creation Customization is vital Appearance, clothes, hair, sometimes animation The relationship to real identity is complex Have a different appearance, personality, gender Explore hidden sides of yourself Some people feel their avatar is More Me than their physical self

47 Avatars as social tools Ideally avatars is social VEs should support social interaction Display the bodily functions of communication (body language) However, most avatars in most virtual worlds don t The body movements often exist, but most users use them unrealistically or often not at all Primarily a problem of control

48 Avatar Mediated Communication

49 Controlling avatars Typed Text, Emoticons, Traditional GUI, Speech, Full body tracking

50 Problems with Controlling Avatars Two modes of control: at any moment the user must choose between either selecting a gesture from a menu or typing in a piece of text for the character to say. This means the subtle connections and synchronisations between speech and gestures are lost. Explicit control of behaviour: the user must consciously choose which gesture to perform at a given moment. As much of our expressive behaviour is subconscious the user will simply not know what the appropriate behaviour to perform at a give time is [BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]

51 Problems with Controlling Avatars Emotional displays: current systems mostly concentrate on displays of emotion whereas Thórisson and Cassell (1998) have shown that envelope displays subtle gestures and actions that regulate the flow of a dialog and establish mutual focus and attention are more important in conversation. User tracking: direct tracking of a user s face or body does not help as the user resides in a different space from that of the avatar and so features such as direction of gaze will not map over appropriately. [BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]

52 Solutions Always ensure that any control is done through a single interface (e.g. through text chat) BUT. The body language of an avatar should be largely autonomous, and indirectly controlled by users Minimize the level of control needed [BodyChat, Vilhjalmsson, H. and Cassell, J., 1998]

53 Solutions: Spark Text Chat based environment Parse users text input for interactional information Use this information to generate behaviour

54 Solutions: Spark

55 Solutions: PIAVCA Operator Speech Generation Script Database Speech Multi-model utterances User Interaction Movements Concurrent Behaviours Motion Queue Proxemics Posture Shifts Gaze Final Animation

56 Part 3: 3DSMax Demo

57 Part 4: Technical Aspects of Virtual Characters Graphics Polygon meshes, rendering Animation Skeletal animation, mesh morphing, physical simulation Behaviour

58 Graphics Techniques: Meshes, texture mapping, standard graphics stuff Hand modelling: can be cartoony or highly realistic 3D Scanning/phototextures: can have very high realism Rendering Opacity: Subsurface scattering

59 Modelling Scanned body results in huge mesh which can be rendered at different resolutions (numbers of polygons)

60 Body Animation Can Hand animate the skeleton Often use motion capture Real data = Realism (?)

61 Skeletal Animation The fundamental aspect of human body motion is the motion of the skeleton The motion of rigid bones linked by rotational joints (first approximation) I will discuss other elements of body motion such as muscle and fat briefly later

62 Typical Skeleton Circles are rotational joints lines are rigid links (bones) The red circle is the root (position and rotation offset from the origin) The character is animated by rotating joints and moving and rotating the root

63 Forward Kinematics (FK) The position of a link is calculated by concatenating rotations and offsets R 0 R 1 P 2 O 0 O 1 O 2

64 Forward Kinematics (FK) First you choose a position on a link (the end point) This position is rotated by the rotation of the joint above the link Translate by the length (offset) of the parent link and then rotate by its joint. Go up it its parent and iterate until you get to the root Rotate and translate by the root position

65 Forward Kinematics (FK) Simple and efficient Come for free in a scene graph architecture Difficult to animate with, often we want to specify the positions of a characters hands not the rotations of its joints The Inverse Kinematics problem: Calculating the required rotations of joints needed to put a hand (or other body part) in a given position.

66 Inverse Kinematics An number of ways of doing it Matrix methods (hard) Cyclic Coordinate Descent (CCD) A geometric method (secretly matrices underneath) R 0 P t R 1 O 1 O 2

67 Inverse Kinematics Start with the final link

68 Inverse Kinematics Rotate it towards the target

69 Inverse Kinematics Then go to the next link up

70 Inverse Kinematics Rotate it so that the end effector points towards the target

71 Inverse Kinematics And the next

72 Inverse Kinematics And the next

73 Inverse Kinematics And iterate until you reach the target

74 Inverse Kinematics And iterate until you reach the target

75 Inverse Kinematics And iterate until you reach the target

76 Inverse Kinematics And iterate until you reach the target

77 Inverse Kinematics And iterate until you reach the target

78 Inverse Kinematics IK is a very powerful tool However, it s computationally intensive IK is generally used in animation tools and for applying specific constraints FK is used for the majority of real time animation systems

79 Minimal Tracking for IK in VR Badler et al showed a minimal configuration for IK representing the movements of a human in VR ~hollick/presence/presence.html It was shown that 4 sensors are sufficient to reasonably reconstruct the approximate body configuration in real-time.

80 Representation Layered representation Skeleton structure forms a scene graph Scene graph embodies a set of joints A mesh overlays the scene graph As the skeletal structure moves the mesh must deform appropriately (otherwise there are holes) MPEG4 example

81 Facial Animation Don t have a common underlying structure like a skeleton Faces are generally animated as meshes of vertices Animate by moving individual vertices

82 Morph Targets Have a number of facial expressions, each represented by a separate mesh Each of these meshes must have the same number of vertices as the original mesh but with different positions Build new facial expressions out of these base expressions (called Morph Targets)

83 Morph Targets

84 Morph Targets Smoothly blend between targets Give each target a weight between 0 and 1 Do a weighted sum of the vertices in all the targets to get the output mesh

85 Using Morph Targets Morph targets are a good low level animation technique Also need ways of choosing morph targets Could let the animator choose (nothing wrong with that) But there are also more principled ways

86 Summary Virtual human avatars are necessary to represent people to themselves and in shared VEs. Virtual human agents are necessary to represent social situations. VHs are represented typically as skinned skeletal scene graphs, representing sets of joints. Forward kinematics determines overall configuration given joint angles and Inverse kinematics determines joint angles from requirements for end-effectors Representations typically need to be a mixture based on tracking data and inferred state. Morph targets are a method of mesh deformation often used for facial animation Later will go on to consider more sophisticated models of behaviour determination, and also social intelligence.

87 Believable Behaviour For agents the behaviour is completely programmed. For avatars the behaviour is ideally completely determined by the behaviour of the real tracked human. In practice the human cannot be fully tracked typically in VR only head and one hand movements are tracked!

88 Controlling/Inferring Behaviour Avatar Tracking In practice some elements of avatar behaviour are programmed not tracked E.g., breathing and eye blinking at the least Ideally can use information about mood to determine aspects of avatar behaviour. Impossible to track every aspect of the human s behaviour so much must be inferred and programmed. Real avatars are mixed. Mixture of both Agent Programming

89 Behaviour Autonomously deciding what action to take at a given time Not necessary for film but vital for real time interaction At the interface between Graphics, AI and A-Life The subject of the rest of this talk

90 Behaviour Outline An overview of early (land mark) behavioural simulation techniques An overview of social behaviour simulation taking in Control algorithms Psychological theories How social behaviour is expressed in animation

91 Social Intelligence These techniques work well as far as they go but do not model the complexities of human social interaction Vital if we are to have interesting interactions with autonomous characters Also useful for making our interactions via avatars closer to real interactions

92 Designing virtual humans GOAL: Represent the Person in VE consistently With perceived realism, believability Induce responses to the virtual human Inducing realistic/lifelike responses Enhancing collaborative experience Facilitate social communication and interpersonal relationships

93 Designing behaviour Creating apparent social intelligence is challenging Have to present behavioural cues to depict a perceived (and plausible) psychological state Or the near-truth internal state of the Person being represented Human behaviour is a very intricate phenomenon Dependent on many factors Extremely difficult to replicate especially if the design process is approached in an ad-hoc manner For instance: In social interactions within VE, the more visually realistic the virtual human, the more naturalistic users expect it to act

94 Inferring Behaviour: Animation imitating life Lasseter, J. (1987). Principles of traditional animation applied to 3d computer animation. ACM SIGGRAPH Computer Graphics, 21(4): Emotional models Controllers of behaviour in accordance to internal states Personality models Creating unique identities Conversation-feedback models Controlling behaviour Social models Interpersonal relationships and attitudes???

95 Categories of behavioural cues Argyle, M. (1998). Bodily Communication. Methuen & Co Ltd, second edition. Vocal properties Tone, Pitch, Loudness Facial expressions The most studied behavioural cue due to it s role in communication Gaze behaviour Probably the most intense social signallers Kinesics: Posture and Motion Numerous gestures depending on culture for instance Proxemics Culture and gender dependent

96 Facial expression In reality, facial expressions exist Normally animated by blending Morph Targets Different granularities of facial expression Facial action parameters (most basic units) Basic emotions Phonemes (mouth shapes for lip-sync) Principal component analysis

97 Gesture Normally animated by choosing from a library of gestures Very closely associated with speech Also back channel gestures by listeners (e.g. head nod) Different types of gesture E.g. beat, iconic Again see Cassell s work referenced earlier

98 Posture Coulson, M. (2004). Attributing emotion to static body postures: Recognition accuracy, confusions, and viewpoint dependence. Journal of Nonverbal Behavior, 28(2): Over 1000 stable postures have been observed Normally animated by choosing from (or blending between) a library of gestures Associated with attitude and emotion Associated also with interpersonal attitude

99 Measuring Success So the careful design of behaviour is important but there are caveats Success of a VE is measured in terms of the extent to which sensory data projected within a virtual environment replaces the sensory data from the physical world quantified by rating the individuals sense of presence during the experience For Virtual Humans: Success is taken as the extent to which participants act and respond to the agents as if they were real Subjective: Questionnaires, Interviews Objective: Physiological, Behavioural

100 Subjective means Traditional methods: Questionnaires and interviews Various questionnaires exist Criticised due to its various dependencies the individual s accurate post-hoc recall, processing and rationalisations of their experience in the VE and Varying interpretations of the word presence

101 Objective: Responses to stimuli Numerous possible objective measures Subconscious responses Threat-related facial cues provokes individuals to use different viewing strategies Neural responses Different areas of the brain are activated during +ve, -ve and neutral situations Psychological responses Stress and Anxiety in response to threat Physiological responses Galvanic Skin Responses, Heart Rate Variability, electrocardiograms, electromyography, Respiratory activity Behavioural responses Flight or Fight (based on cognitive appraisal) Vary based on cognitive factors, personality, emotional state, gender etc. How do we interpret the data and results?

102 Conclusion Virtual human agents are necessary to represent social situations Social intelligence is rather difficult to capture Emotional, personality and interpersonal models The design of behaviours should be implemented with consideration to many other factors Current Research focus on quantifying the successful creation of Virtual Humans using objective measures

Representing People in Virtual Environments. Marco Gillies and Will Steptoe

Representing People in Virtual Environments. Marco Gillies and Will Steptoe Representing People in Virtual Environments Marco Gillies and Will Steptoe What is in this lecture? An overview of Virtual characters The use of Virtual Characters in VEs Basic how to of character animation

More information

BODILY NON-VERBAL INTERACTION WITH VIRTUAL CHARACTERS

BODILY NON-VERBAL INTERACTION WITH VIRTUAL CHARACTERS KEER2010, PARIS MARCH 2-4 2010 INTERNATIONAL CONFERENCE ON KANSEI ENGINEERING AND EMOTION RESEARCH 2010 BODILY NON-VERBAL INTERACTION WITH VIRTUAL CHARACTERS Marco GILLIES *a a Department of Computing,

More information

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS BY SERAFIN BENTO MASTER OF SCIENCE in INFORMATION SYSTEMS Edmonton, Alberta September, 2015 ABSTRACT The popularity of software agents demands for more comprehensive HAI design processes. The outcome of

More information

Effects of Simulation Fidelty on User Experience in Virtual Fear of Public Speaking Training An Experimental Study

Effects of Simulation Fidelty on User Experience in Virtual Fear of Public Speaking Training An Experimental Study Effects of Simulation Fidelty on User Experience in Virtual Fear of Public Speaking Training An Experimental Study Sandra POESCHL a,1 a and Nicola DOERING a TU Ilmenau Abstract. Realistic models in virtual

More information

Virtual Environments. Ruth Aylett

Virtual Environments. Ruth Aylett Virtual Environments Ruth Aylett Aims of the course 1. To demonstrate a critical understanding of modern VE systems, evaluating the strengths and weaknesses of the current VR technologies 2. To be able

More information

PERCEPTUAL AND SOCIAL FIDELITY OF AVATARS AND AGENTS IN VIRTUAL REALITY. Benjamin R. Kunz, Ph.D. Department Of Psychology University Of Dayton

PERCEPTUAL AND SOCIAL FIDELITY OF AVATARS AND AGENTS IN VIRTUAL REALITY. Benjamin R. Kunz, Ph.D. Department Of Psychology University Of Dayton PERCEPTUAL AND SOCIAL FIDELITY OF AVATARS AND AGENTS IN VIRTUAL REALITY Benjamin R. Kunz, Ph.D. Department Of Psychology University Of Dayton MAICS 2016 Virtual Reality: A Powerful Medium Computer-generated

More information

A SURVEY OF SOCIALLY INTERACTIVE ROBOTS

A SURVEY OF SOCIALLY INTERACTIVE ROBOTS A SURVEY OF SOCIALLY INTERACTIVE ROBOTS Terrence Fong, Illah Nourbakhsh, Kerstin Dautenhahn Presented By: Mehwish Alam INTRODUCTION History of Social Robots Social Robots Socially Interactive Robots Why

More information

MOVIE-BASED VR THERAPY SYSTEM FOR TREATMENT OF ANTHROPOPHOBIA

MOVIE-BASED VR THERAPY SYSTEM FOR TREATMENT OF ANTHROPOPHOBIA MOVIE-BASED VR THERAPY SYSTEM FOR TREATMENT OF ANTHROPOPHOBIA H. J. Jo 1, J. H. Ku 1, D. P. Jang 1, B. H. Cho 1, H. B. Ahn 1, J. M. Lee 1, Y. H., Choi 2, I. Y. Kim 1, S.I. Kim 1 1 Department of Biomedical

More information

RV - AULA 05 - PSI3502/2018. User Experience, Human Computer Interaction and UI

RV - AULA 05 - PSI3502/2018. User Experience, Human Computer Interaction and UI RV - AULA 05 - PSI3502/2018 User Experience, Human Computer Interaction and UI Outline Discuss some general principles of UI (user interface) design followed by an overview of typical interaction tasks

More information

Craig Barnes. Previous Work. Introduction. Tools for Programming Agents

Craig Barnes. Previous Work. Introduction. Tools for Programming Agents From: AAAI Technical Report SS-00-04. Compilation copyright 2000, AAAI (www.aaai.org). All rights reserved. Visual Programming Agents for Virtual Environments Craig Barnes Electronic Visualization Lab

More information

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa VIRTUAL REALITY Introduction Emil M. Petriu SITE, University of Ottawa Natural and Virtual Reality Virtual Reality Interactive Virtual Reality Virtualized Reality Augmented Reality HUMAN PERCEPTION OF

More information

Autonomic gaze control of avatars using voice information in virtual space voice chat system

Autonomic gaze control of avatars using voice information in virtual space voice chat system Autonomic gaze control of avatars using voice information in virtual space voice chat system Kinya Fujita, Toshimitsu Miyajima and Takashi Shimoji Tokyo University of Agriculture and Technology 2-24-16

More information

Public Displays of Affect: Deploying Relational Agents in Public Spaces

Public Displays of Affect: Deploying Relational Agents in Public Spaces Public Displays of Affect: Deploying Relational Agents in Public Spaces Timothy Bickmore Laura Pfeifer Daniel Schulman Sepalika Perera Chaamari Senanayake Ishraque Nazmi Northeastern University College

More information

The Impact of Avatar Realism and Eye Gaze Control on Perceived Quality of Communication in a Shared Immersive Virtual Environment

The Impact of Avatar Realism and Eye Gaze Control on Perceived Quality of Communication in a Shared Immersive Virtual Environment Ft. Lauderdale, Florida, USA April 5-10, 2003 Paper: New Directions in Video Conferencing The Impact of Avatar Realism and Eye Gaze Control on Perceived Quality of Communication in a Shared Immersive Virtual

More information

Head-Movement Evaluation for First-Person Games

Head-Movement Evaluation for First-Person Games Head-Movement Evaluation for First-Person Games Paulo G. de Barros Computer Science Department Worcester Polytechnic Institute 100 Institute Road. Worcester, MA 01609 USA pgb@wpi.edu Robert W. Lindeman

More information

Perception in Immersive Virtual Reality Environments ROB ALLISON DEPT. OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE YORK UNIVERSITY, TORONTO

Perception in Immersive Virtual Reality Environments ROB ALLISON DEPT. OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE YORK UNIVERSITY, TORONTO Perception in Immersive Virtual Reality Environments ROB ALLISON DEPT. OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE YORK UNIVERSITY, TORONTO Overview Basic concepts and ideas of virtual environments

More information

revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017

revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017 How Presentation virtual reality Title is revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017 Please introduce yourself in text

More information

Lecture 1: Introduction and Preliminaries

Lecture 1: Introduction and Preliminaries CITS4242: Game Design and Multimedia Lecture 1: Introduction and Preliminaries Teaching Staff and Help Dr Rowan Davies (Rm 2.16, opposite the labs) rowan@csse.uwa.edu.au Help: via help4242, project groups,

More information

STUDY INTERPERSONAL COMMUNICATION USING DIGITAL ENVIRONMENTS. The Study of Interpersonal Communication Using Virtual Environments and Digital

STUDY INTERPERSONAL COMMUNICATION USING DIGITAL ENVIRONMENTS. The Study of Interpersonal Communication Using Virtual Environments and Digital 1 The Study of Interpersonal Communication Using Virtual Environments and Digital Animation: Approaches and Methodologies 2 Abstract Virtual technologies inherit great potential as methodology to study

More information

Touch Perception and Emotional Appraisal for a Virtual Agent

Touch Perception and Emotional Appraisal for a Virtual Agent Touch Perception and Emotional Appraisal for a Virtual Agent Nhung Nguyen, Ipke Wachsmuth, Stefan Kopp Faculty of Technology University of Bielefeld 33594 Bielefeld Germany {nnguyen, ipke, skopp}@techfak.uni-bielefeld.de

More information

Semi-Autonomous Avatars: A New Direction for Expressive User Embodiment

Semi-Autonomous Avatars: A New Direction for Expressive User Embodiment CHAPTER FOURTEEN Semi-Autonomous Avatars: A New Direction for Expressive User Embodiment Marco Gillies, Daniel Ballin, Xueni Pan and Neil A. Dodgson 1. Introduction Computer animated characters are rapidly

More information

Immersion & Game Play

Immersion & Game Play IMGD 5100: Immersive HCI Immersion & Game Play Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu What is Immersion? Being There Being in

More information

Immersive Simulation in Instructional Design Studios

Immersive Simulation in Instructional Design Studios Blucher Design Proceedings Dezembro de 2014, Volume 1, Número 8 www.proceedings.blucher.com.br/evento/sigradi2014 Immersive Simulation in Instructional Design Studios Antonieta Angulo Ball State University,

More information

Modeling and Simulation: Linking Entertainment & Defense

Modeling and Simulation: Linking Entertainment & Defense Calhoun: The NPS Institutional Archive Faculty and Researcher Publications Faculty and Researcher Publications 1998 Modeling and Simulation: Linking Entertainment & Defense Zyda, Michael 1 April 98: "Modeling

More information

Modalities for Building Relationships with Handheld Computer Agents

Modalities for Building Relationships with Handheld Computer Agents Modalities for Building Relationships with Handheld Computer Agents Timothy Bickmore Assistant Professor College of Computer and Information Science Northeastern University 360 Huntington Ave, WVH 202

More information

Application of Virtual Reality Technology in College Students Mental Health Education

Application of Virtual Reality Technology in College Students Mental Health Education Journal of Physics: Conference Series PAPER OPEN ACCESS Application of Virtual Reality Technology in College Students Mental Health Education To cite this article: Ming Yang 2018 J. Phys.: Conf. Ser. 1087

More information

The media equation. Reeves & Nass, 1996

The media equation. Reeves & Nass, 1996 12-09-16 The media equation Reeves & Nass, 1996 Numerous studies have identified similarities in how humans tend to interpret, attribute characteristics and respond emotionally to other humans and to computer

More information

ARMY RDT&E BUDGET ITEM JUSTIFICATION (R2 Exhibit)

ARMY RDT&E BUDGET ITEM JUSTIFICATION (R2 Exhibit) Exhibit R-2 0602308A Advanced Concepts and Simulation ARMY RDT&E BUDGET ITEM JUSTIFICATION (R2 Exhibit) FY 2005 FY 2006 FY 2007 FY 2008 FY 2009 FY 2010 FY 2011 Total Program Element (PE) Cost 22710 27416

More information

Direct Manipulation. and Instrumental Interaction. CS Direct Manipulation

Direct Manipulation. and Instrumental Interaction. CS Direct Manipulation Direct Manipulation and Instrumental Interaction 1 Review: Interaction vs. Interface What s the difference between user interaction and user interface? Interface refers to what the system presents to the

More information

YDDON. Humans, Robots, & Intelligent Objects New communication approaches

YDDON. Humans, Robots, & Intelligent Objects New communication approaches YDDON Humans, Robots, & Intelligent Objects New communication approaches Building Robot intelligence Interdisciplinarity Turning things into robots www.ydrobotics.co m Edifício A Moagem Cidade do Engenho

More information

A Virtual Human Agent for Training Clinical Interviewing Skills to Novice Therapists

A Virtual Human Agent for Training Clinical Interviewing Skills to Novice Therapists A Virtual Human Agent for Training Clinical Interviewing Skills to Novice Therapists CyberTherapy 2007 Patrick Kenny (kenny@ict.usc.edu) Albert Skip Rizzo, Thomas Parsons, Jonathan Gratch, William Swartout

More information

3D CHARACTER DESIGN. Introduction. General considerations. Character design considerations. Clothing and assets

3D CHARACTER DESIGN. Introduction. General considerations. Character design considerations. Clothing and assets Introduction 3D CHARACTER DESIGN The design of characters is key to creating a digital model - or animation - that immediately communicates to your audience what is going on in the scene. A protagonist

More information

Video Game Engines. Chris Pollett San Jose State University Dec. 1, 2005.

Video Game Engines. Chris Pollett San Jose State University Dec. 1, 2005. Video Game Engines Chris Pollett San Jose State University Dec. 1, 2005. Outline Introduction Managing Game Resources Game Physics Game AI Introduction A Game Engine provides the core functionalities of

More information

Welcome. My name is Jason Jerald, Co-Founder & Principal Consultant at Next Gen Interactions I m here today to talk about the human side of VR

Welcome. My name is Jason Jerald, Co-Founder & Principal Consultant at Next Gen Interactions I m here today to talk about the human side of VR Welcome. My name is Jason Jerald, Co-Founder & Principal Consultant at Next Gen Interactions I m here today to talk about the human side of VR Interactions. For the technology is only part of the equationwith

More information

Essay on A Survey of Socially Interactive Robots Authors: Terrence Fong, Illah Nourbakhsh, Kerstin Dautenhahn Summarized by: Mehwish Alam

Essay on A Survey of Socially Interactive Robots Authors: Terrence Fong, Illah Nourbakhsh, Kerstin Dautenhahn Summarized by: Mehwish Alam 1 Introduction Essay on A Survey of Socially Interactive Robots Authors: Terrence Fong, Illah Nourbakhsh, Kerstin Dautenhahn Summarized by: Mehwish Alam 1.1 Social Robots: Definition: Social robots are

More information

Chapter 1 Virtual World Fundamentals

Chapter 1 Virtual World Fundamentals Chapter 1 Virtual World Fundamentals 1.0 What Is A Virtual World? {Definition} Virtual: to exist in effect, though not in actual fact. You are probably familiar with arcade games such as pinball and target

More information

An Introduction into Virtual Reality Environments. Stefan Seipel

An Introduction into Virtual Reality Environments. Stefan Seipel An Introduction into Virtual Reality Environments Stefan Seipel stefan.seipel@hig.se What is Virtual Reality? Technically defined: VR is a medium in terms of a collection of technical hardware (similar

More information

What is Virtual Reality? What is Virtual Reality? An Introduction into Virtual Reality Environments. Stefan Seipel

What is Virtual Reality? What is Virtual Reality? An Introduction into Virtual Reality Environments. Stefan Seipel An Introduction into Virtual Reality Environments What is Virtual Reality? Technically defined: Stefan Seipel stefan.seipel@hig.se VR is a medium in terms of a collection of technical hardware (similar

More information

Multi-Modal User Interaction

Multi-Modal User Interaction Multi-Modal User Interaction Lecture 4: Multiple Modalities Zheng-Hua Tan Department of Electronic Systems Aalborg University, Denmark zt@es.aau.dk MMUI, IV, Zheng-Hua Tan 1 Outline Multimodal interface

More information

STUDY COMMUNICATION USING VIRTUAL ENVIRONMENTS & ANIMATION 1. The Study of Interpersonal Communication Using Virtual Environments and Digital

STUDY COMMUNICATION USING VIRTUAL ENVIRONMENTS & ANIMATION 1. The Study of Interpersonal Communication Using Virtual Environments and Digital STUDY COMMUNICATION USING VIRTUAL ENVIRONMENTS & ANIMATION 1 The Study of Interpersonal Communication Using Virtual Environments and Digital Animation: Approaches and Methodologies Daniel Roth 1,2 1 University

More information

10/24/2011. Keywords. Important remender. Contents. Virtual reality as a communication tool. Interactive Immersion Group IIG Stéphane Gobron

10/24/2011. Keywords. Important remender. Contents. Virtual reality as a communication tool. Interactive Immersion Group IIG Stéphane Gobron Keywords Virtual reality as a communication tool Interactive Immersion Group IIG Stéphane Gobron Today s focus Contents Important remender General concepts Hardware tools for VR communication Non verbal

More information

Universidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática. Interaction in Virtual and Augmented Reality 3DUIs

Universidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática. Interaction in Virtual and Augmented Reality 3DUIs Universidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática Interaction in Virtual and Augmented Reality 3DUIs Realidade Virtual e Aumentada 2017/2018 Beatriz Sousa Santos Interaction

More information

AIEDAM Special Issue: Sketching, and Pen-based Design Interaction Edited by: Maria C. Yang and Levent Burak Kara

AIEDAM Special Issue: Sketching, and Pen-based Design Interaction Edited by: Maria C. Yang and Levent Burak Kara AIEDAM Special Issue: Sketching, and Pen-based Design Interaction Edited by: Maria C. Yang and Levent Burak Kara Sketching has long been an essential medium of design cognition, recognized for its ability

More information

What is Virtual Reality? What is Virtual Reality? An Introduction into Virtual Reality Environments

What is Virtual Reality? What is Virtual Reality? An Introduction into Virtual Reality Environments An Introduction into Virtual Reality Environments What is Virtual Reality? Technically defined: Stefan Seipel, MDI Inst. f. Informationsteknologi stefan.seipel@hci.uu.se VR is a medium in terms of a collection

More information

Graphics and Perception. Carol O Sullivan

Graphics and Perception. Carol O Sullivan Graphics and Perception Carol O Sullivan Carol.OSullivan@cs.tcd.ie Trinity College Dublin Outline Some basics Why perception is important For Modelling For Rendering For Animation Future research - multisensory

More information

Virtual Reality RPG Spoken Dialog System

Virtual Reality RPG Spoken Dialog System Virtual Reality RPG Spoken Dialog System Project report Einir Einisson Gísli Böðvar Guðmundsson Steingrímur Arnar Jónsson Instructor Hannes Högni Vilhjálmsson Moderator David James Thue Abstract 1 In computer

More information

SGD Simulation & Game Development Course Information

SGD Simulation & Game Development Course Information SGD Simulation & Game Development Course Information SGD-111_2006SP Introduction to SGD SGD-111 CIS Course ID S21240 This course provides students with an introduction to simulation and game development.

More information

Motion Capturing Empowered Interaction with a Virtual Agent in an Augmented Reality Environment

Motion Capturing Empowered Interaction with a Virtual Agent in an Augmented Reality Environment Motion Capturing Empowered Interaction with a Virtual Agent in an Augmented Reality Environment Ionut Damian Human Centered Multimedia Augsburg University damian@hcm-lab.de Felix Kistler Human Centered

More information

Interface Design V: Beyond the Desktop

Interface Design V: Beyond the Desktop Interface Design V: Beyond the Desktop Rob Procter Further Reading Dix et al., chapter 4, p. 153-161 and chapter 15. Norman, The Invisible Computer, MIT Press, 1998, chapters 4 and 15. 11/25/01 CS4: HCI

More information

PROJECT REPORT: GAMING : ROBOT CAPTURE

PROJECT REPORT: GAMING : ROBOT CAPTURE BOWIE STATE UNIVERSITY SPRING 2015 COSC 729 : VIRTUAL REALITY AND ITS APPLICATIONS PROJECT REPORT: GAMING : ROBOT CAPTURE PROFESSOR: Dr. SHARAD SHARMA STUDENTS: Issiaka Kamagate Jamil Ramsey 1 OUTLINE

More information

SIGVerse - A Simulation Platform for Human-Robot Interaction Jeffrey Too Chuan TAN and Tetsunari INAMURA National Institute of Informatics, Japan The

SIGVerse - A Simulation Platform for Human-Robot Interaction Jeffrey Too Chuan TAN and Tetsunari INAMURA National Institute of Informatics, Japan The SIGVerse - A Simulation Platform for Human-Robot Interaction Jeffrey Too Chuan TAN and Tetsunari INAMURA National Institute of Informatics, Japan The 29 th Annual Conference of The Robotics Society of

More information

INTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY

INTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY INTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY T. Panayiotopoulos,, N. Zacharis, S. Vosinakis Department of Computer Science, University of Piraeus, 80 Karaoli & Dimitriou str. 18534 Piraeus, Greece themisp@unipi.gr,

More information

IMGD Technical Game Development I: Introduction

IMGD Technical Game Development I: Introduction IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game code Game architecture, algorithms,

More information

Interactive Virtual Environments

Interactive Virtual Environments Interactive Virtual Environments Introduction Emil M. Petriu, Dr. Eng., FIEEE Professor, School of Information Technology and Engineering University of Ottawa, Ottawa, ON, Canada http://www.site.uottawa.ca/~petriu

More information

Detecting and Understanding Breaks in Presence from Physiological Data: Work in Progress

Detecting and Understanding Breaks in Presence from Physiological Data: Work in Progress Detecting and Understanding Breaks in Presence from Physiological Data: Work in Progress Andrea Brogni, Vinoba Vinayagamoorthy, Anthony Steed, Mel Slater Department of Computer Science University College

More information

Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng.

Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng. Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng. Multimedia Communications Research Laboratory University of Ottawa Ontario Research Network of E-Commerce www.mcrlab.uottawa.ca abed@mcrlab.uottawa.ca

More information

Why interest in visual perception?

Why interest in visual perception? Raffaella Folgieri Digital Information & Communication Departiment Constancy factors in visual perception 26/11/2010, Gjovik, Norway Why interest in visual perception? to investigate main factors in VR

More information

TELLING STORIES OF VALUE WITH IOT DATA

TELLING STORIES OF VALUE WITH IOT DATA TELLING STORIES OF VALUE WITH IOT DATA VISUALIZATION BAREND BOTHA VIDEO TRANSCRIPT Tell me a little bit about yourself and your background in IoT. I came from a web development and design background and

More information

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game-engine code Game architecture, algorithms,

More information

Artificial Intelligence

Artificial Intelligence Artificial Intelligence Lecture 01 - Introduction Edirlei Soares de Lima What is Artificial Intelligence? Artificial intelligence is about making computers able to perform the

More information

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game-engine code Game architecture, algorithms,

More information

Session 2: 10 Year Vision session (11:00-12:20) - Tuesday. Session 3: Poster Highlights A (14:00-15:00) - Tuesday 20 posters (3minutes per poster)

Session 2: 10 Year Vision session (11:00-12:20) - Tuesday. Session 3: Poster Highlights A (14:00-15:00) - Tuesday 20 posters (3minutes per poster) Lessons from Collecting a Million Biometric Samples 109 Expression Robust 3D Face Recognition by Matching Multi-component Local Shape Descriptors on the Nasal and Adjoining Cheek Regions 177 Shared Representation

More information

Non Verbal Communication of Emotions in Social Robots

Non Verbal Communication of Emotions in Social Robots Non Verbal Communication of Emotions in Social Robots Aryel Beck Supervisor: Prof. Nadia Thalmann BeingThere Centre, Institute for Media Innovation, Nanyang Technological University, Singapore INTRODUCTION

More information

INTRODUCTION TO GAME AI

INTRODUCTION TO GAME AI CS 387: GAME AI INTRODUCTION TO GAME AI 3/31/2016 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2016/cs387/intro.html Outline Game Engines Perception

More information

Chapter 5. Design and Implementation Avatar Generation

Chapter 5. Design and Implementation Avatar Generation Chapter 5 Design and Implementation This Chapter discusses the implementation of the Expressive Texture theoretical approach described in chapter 3. An avatar creation tool and an interactive virtual pub

More information

Cognitive robots and emotional intelligence Cloud robotics Ethical, legal and social issues of robotic Construction robots Human activities in many

Cognitive robots and emotional intelligence Cloud robotics Ethical, legal and social issues of robotic Construction robots Human activities in many Preface The jubilee 25th International Conference on Robotics in Alpe-Adria-Danube Region, RAAD 2016 was held in the conference centre of the Best Western Hotel M, Belgrade, Serbia, from 30 June to 2 July

More information

ART 269 3D Animation The 12 Principles of Animation. 1. Squash and Stretch

ART 269 3D Animation The 12 Principles of Animation. 1. Squash and Stretch ART 269 3D Animation The 12 Principles of Animation 1. Squash and Stretch Animated sequence of a racehorse galloping. Photograph by Eadweard Muybridge. The horse's body demonstrates squash and stretch

More information

Engineering at a Games Company: What do we do?

Engineering at a Games Company: What do we do? Engineering at a Games Company: What do we do? Dan White Technical Director Pipeworks October 17, 2018 The Role of Engineering at a Games Company Empower game designers and artists to realize their visions

More information

What was the first gestural interface?

What was the first gestural interface? stanford hci group / cs247 Human-Computer Interaction Design Studio What was the first gestural interface? 15 January 2013 http://cs247.stanford.edu Theremin Myron Krueger 1 Myron Krueger There were things

More information

Presence and Immersion. Ruth Aylett

Presence and Immersion. Ruth Aylett Presence and Immersion Ruth Aylett Overview Concepts Presence Immersion Engagement social presence Measuring presence Experiments Presence A subjective state The sensation of being physically present in

More information

An Optimization Method of Basketball Teaching and Training System Design based on Motion Capture Technology

An Optimization Method of Basketball Teaching and Training System Design based on Motion Capture Technology An Optimization Method of Basketball Teaching and Training System Design based on Motion Capture Technology Xiangdong Wang Sport & P.E College, Shandong Normal University, Jinan 250014, Shandong, China

More information

Overview Agents, environments, typical components

Overview Agents, environments, typical components Overview Agents, environments, typical components CSC752 Autonomous Robotic Systems Ubbo Visser Department of Computer Science University of Miami January 23, 2017 Outline 1 Autonomous robots 2 Agents

More information

An Example Cognitive Architecture: EPIC

An Example Cognitive Architecture: EPIC An Example Cognitive Architecture: EPIC David E. Kieras Collaborator on EPIC: David E. Meyer University of Michigan EPIC Development Sponsored by the Cognitive Science Program Office of Naval Research

More information

Limit to traditional training methods

Limit to traditional training methods 1 VirtualSpeech High quality virtual reality (VR) equipment has become more affordable during the past few years, leading to its wide scale application in a number of industries. One of the main areas

More information

Psychophysics of night vision device halo

Psychophysics of night vision device halo University of Wollongong Research Online Faculty of Health and Behavioural Sciences - Papers (Archive) Faculty of Science, Medicine and Health 2009 Psychophysics of night vision device halo Robert S Allison

More information

Description of and Insights into Augmented Reality Projects from

Description of and Insights into Augmented Reality Projects from Description of and Insights into Augmented Reality Projects from 2003-2010 Jan Torpus, Institute for Research in Art and Design, Basel, August 16, 2010 The present document offers and overview of a series

More information

Human Robot Dialogue Interaction. Barry Lumpkin

Human Robot Dialogue Interaction. Barry Lumpkin Human Robot Dialogue Interaction Barry Lumpkin Robots Where to Look: A Study of Human- Robot Engagement Why embodiment? Pure vocal and virtual agents can hold a dialogue Physical robots come with many

More information

Perceptual Interfaces. Matthew Turk s (UCSB) and George G. Robertson s (Microsoft Research) slides on perceptual p interfaces

Perceptual Interfaces. Matthew Turk s (UCSB) and George G. Robertson s (Microsoft Research) slides on perceptual p interfaces Perceptual Interfaces Adapted from Matthew Turk s (UCSB) and George G. Robertson s (Microsoft Research) slides on perceptual p interfaces Outline Why Perceptual Interfaces? Multimodal interfaces Vision

More information

Announcements. HW 6: Written (not programming) assignment. Assigned today; Due Friday, Dec. 9. to me.

Announcements. HW 6: Written (not programming) assignment. Assigned today; Due Friday, Dec. 9.  to me. Announcements HW 6: Written (not programming) assignment. Assigned today; Due Friday, Dec. 9. E-mail to me. Quiz 4 : OPTIONAL: Take home quiz, open book. If you re happy with your quiz grades so far, you

More information

BIOFEEDBACK GAME DESIGN: USING DIRECT AND INDIRECT PHYSIOLOGICAL CONTROL TO ENHANCE GAME INTERACTION

BIOFEEDBACK GAME DESIGN: USING DIRECT AND INDIRECT PHYSIOLOGICAL CONTROL TO ENHANCE GAME INTERACTION BIOFEEDBACK GAME DESIGN: USING DIRECT AND INDIRECT PHYSIOLOGICAL CONTROL TO ENHANCE GAME INTERACTION Lennart Erik Nacke et al. Rocío Alegre Marzo July 9th 2011 INDEX DIRECT & INDIRECT PHYSIOLOGICAL SENSOR

More information

The Disappearing Computer. Information Document, IST Call for proposals, February 2000.

The Disappearing Computer. Information Document, IST Call for proposals, February 2000. The Disappearing Computer Information Document, IST Call for proposals, February 2000. Mission Statement To see how information technology can be diffused into everyday objects and settings, and to see

More information

HUMAN-ROBOT INTERACTION

HUMAN-ROBOT INTERACTION HUMAN-ROBOT INTERACTION (NO NATURAL LANGUAGE) 5. EMOTION EXPRESSION ANDREA BONARINI ARTIFICIAL INTELLIGENCE A ND ROBOTICS LAB D I P A R T M E N T O D I E L E T T R O N I C A, I N F O R M A Z I O N E E

More information

Feeding human senses through Immersion

Feeding human senses through Immersion Virtual Reality Feeding human senses through Immersion 1. How many human senses? 2. Overview of key human senses 3. Sensory stimulation through Immersion 4. Conclusion Th3.1 1. How many human senses? [TRV

More information

Virtual and Augmented Reality: Applications and Issues in a Smart City Context

Virtual and Augmented Reality: Applications and Issues in a Smart City Context Virtual and Augmented Reality: Applications and Issues in a Smart City Context A/Prof Stuart Perry, Faculty of Engineering and IT, University of Technology Sydney 2 Overview VR and AR Fundamentals How

More information

Eye movements and attention for behavioural animation

Eye movements and attention for behavioural animation THE JOURNAL OF VISUALIZATION AND COMPUTER ANIMATION J. Visual. Comput. Animat. 2002; 13: 287 300 (DOI: 10.1002/vis.296) Eye movements and attention for behavioural animation By M. F. P. Gillies* and N.

More information

ACE: A Platform for the Real Time Simulation of Virtual Human Agents

ACE: A Platform for the Real Time Simulation of Virtual Human Agents ACE: A Platform for the Real Time Simulation of Virtual Human Agents Marcelo Kallmann, Jean-Sébastien Monzani, Angela Caicedo and Daniel Thalmann EPFL Computer Graphics Lab LIG CH-1015 Lausanne Switzerland

More information

This list supersedes the one published in the November 2002 issue of CR.

This list supersedes the one published in the November 2002 issue of CR. PERIODICALS RECEIVED This is the current list of periodicals received for review in Reviews. International standard serial numbers (ISSNs) are provided to facilitate obtaining copies of articles or subscriptions.

More information

Robot Task-Level Programming Language and Simulation

Robot Task-Level Programming Language and Simulation Robot Task-Level Programming Language and Simulation M. Samaka Abstract This paper presents the development of a software application for Off-line robot task programming and simulation. Such application

More information

M M V R USUHS. Facility for Medical. Simulation and. Training NATIONAL CAPITAL AREA MEDICAL SIMULATION CENTER

M M V R USUHS. Facility for Medical. Simulation and. Training NATIONAL CAPITAL AREA MEDICAL SIMULATION CENTER M M V R 2 0 0 4 The National Capital Area Medical Simulation Center- A Case Study MMVR 2004 Tutorial Col. Mark W. Bowyer, MD, FACS Associate Professor of Surgery Surgical Director National Capital Area

More information

Humanoid robot. Honda's ASIMO, an example of a humanoid robot

Humanoid robot. Honda's ASIMO, an example of a humanoid robot Humanoid robot Honda's ASIMO, an example of a humanoid robot A humanoid robot is a robot with its overall appearance based on that of the human body, allowing interaction with made-for-human tools or environments.

More information

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL

More information

Below is provided a chapter summary of the dissertation that lays out the topics under discussion.

Below is provided a chapter summary of the dissertation that lays out the topics under discussion. Introduction This dissertation articulates an opportunity presented to architecture by computation, specifically its digital simulation of space known as Virtual Reality (VR) and its networked, social

More information

Intelligent Agents Living in Social Virtual Environments Bringing Max Into Second Life

Intelligent Agents Living in Social Virtual Environments Bringing Max Into Second Life Intelligent Agents Living in Social Virtual Environments Bringing Max Into Second Life Erik Weitnauer, Nick M. Thomas, Felix Rabe, and Stefan Kopp Artifical Intelligence Group, Bielefeld University, Germany

More information

GLOSSARY for National Core Arts: Media Arts STANDARDS

GLOSSARY for National Core Arts: Media Arts STANDARDS GLOSSARY for National Core Arts: Media Arts STANDARDS Attention Principle of directing perception through sensory and conceptual impact Balance Principle of the equitable and/or dynamic distribution of

More information

Moving Path Planning Forward

Moving Path Planning Forward Moving Path Planning Forward Nathan R. Sturtevant Department of Computer Science University of Denver Denver, CO, USA sturtevant@cs.du.edu Abstract. Path planning technologies have rapidly improved over

More information

This document is downloaded from DR-NTU, Nanyang Technological University Library, Singapore.

This document is downloaded from DR-NTU, Nanyang Technological University Library, Singapore. This document is downloaded from DR-NTU, Nanyang Technological University Library, Singapore. Title Towards evaluating social telepresence in mobile context Author(s) Citation Vu, Samantha; Rissanen, Mikko

More information

Evaluating 3D Embodied Conversational Agents In Contrasting VRML Retail Applications

Evaluating 3D Embodied Conversational Agents In Contrasting VRML Retail Applications Evaluating 3D Embodied Conversational Agents In Contrasting VRML Retail Applications Helen McBreen, James Anderson, Mervyn Jack Centre for Communication Interface Research, University of Edinburgh, 80,

More information

Panel: Lessons from IEEE Virtual Reality

Panel: Lessons from IEEE Virtual Reality Panel: Lessons from IEEE Virtual Reality Doug Bowman, PhD Professor. Virginia Tech, USA Anthony Steed, PhD Professor. University College London, UK Evan Suma, PhD Research Assistant Professor. University

More information

The Effects of Avatars on Co-presence in a Collaborative Virtual Environment

The Effects of Avatars on Co-presence in a Collaborative Virtual Environment The Effects of Avatars on Co-presence in a Collaborative Virtual Environment Juan Casanueva Edwin Blake Collaborative Visual Computing Laboratory, Department of Computer Science, University of Cape Town,

More information

Building a bimanual gesture based 3D user interface for Blender

Building a bimanual gesture based 3D user interface for Blender Modeling by Hand Building a bimanual gesture based 3D user interface for Blender Tatu Harviainen Helsinki University of Technology Telecommunications Software and Multimedia Laboratory Content 1. Background

More information