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Virtual human

A virtual human (or digital human)[1] is a software fictional character or human being. Virtual human have been created as tools and artificial companions in simulation, video games, film production, human factors and ergonomic and usability studies in various industries (aerospace, automobile, machinery, furniture etc.), clothing industry, telecommunications (avatars), medicine, etc. These applications require domain-dependent simulation fidelity. A medical application might require an exact simulation of specific internal organs; film industry requires highest aesthetic standards, natural movements, and facial expressions; ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints, etc.

A virtual crash test dummy

Game engines such as Unreal Engine via metahuman[2] and Unity by acquiring Wētā FX[3] have enabled real-time interactions with digital humans using physically based rendering.

Research edit

We see the virtual human as more than a useful artifact. We see it as a tool for understanding ourselves. If we can simulate a virtual human in a virtual world behaving in ways that are indistinguishable from a real human, then we assert that we have captured something about what it means to be human..

— Perceiving Systems, Max Planck Institute for Intelligent Systems

Research on virtual humans involves interdisciplinary collaboration of activities such as machine learning, game development, and artificial neuroscience.

 
Motion capture
  • Body surface animation and deformation or skinning, simulating deformation of visible body surface with respect to the movement of the underlying skeleton structure.[10]
  • Facial animation, playing an essential role for human communication. Two mainstream facial animation research exist: parametrized models and muscle models.
  • Walking or gait generation, which should generate natural-looking walking motion based on a given trajectory and velocity.
  • Obstacle avoidance, task of satisfying some control objective subject to non-intersection or non-collision position constraints in order to find the optimal trajectory for walking while avoiding obstacles
  • Grasping, which should produce the best arm and hand motion to grab an object. Grasping is often preceded by reaching, which is highly dependent on head and trunk control, as well as eye control and gaze.
  • Behavior,[11] striving to give more character and personality to the animation, thus making it look more natural and personalized than mechanics-based animations. For example, speech gesture generation.[12]

Types edit

There are two main classes of virtual human:[according to whom?]

A particular case of Virtual Human is the Virtual Actor, which is a Virtual Human (avatar or autonomous) representing an existing personality and acting in a film or a series.

History edit

Early models edit

Ergonomic analysis provided some of the earliest applications in computer graphics for modeling a human figure and its motion. William Fetter, a Boeing art director in early 20th Century, was the first person to draw a human figure using a computer. This figure is known as the "Boeing Man." The seven jointed "First Man", used for studying the instrument panel of a Boeing 747, enabled many pilot motions to be displayed by articulating the figure's pelvis, neck, shoulders, and elbows. The addition of twelve extra joints to "First Man" produced "Second Man". This figure was used to generate a set of animation film sequences based on a series of photographs produced by Eadweard Muybridge.

Then several models were developed by various companies: Cyberman (Cybernetic man-model) was developed by Chrysler Corporation for modeling human activity in and around a car.[13] It is based on 15 joints; the position of the observer is predefined.  Combiman (Computerized biomechanical man-model) was specifically designed to test how easily a human can reach objects in a cockpit;[14] it is defined using a 35 internal-link skeletal system. Boeman was designed in 1969 by Boeing Corporation.[15] It is based on a 50th-percentile three-dimensional human model. He can reach for objects like baskets, collisions are detected, and visual interferences are identified. Boeman is built as a 23-joint figure with variable link lengths. Sammie (System for Aiding Man Machine Interaction Evaluation) was designed in 1972 at the University of Nottingham for general ergonometric design and analysis.[16] This was, so far, the best parameterized human model and it presents a choice of physical types: slim, fat, muscled, etc. The vision system was very developed and complex objects have been manipulated by Sammie, based on 21 rigid links with 17 joints. Another interesting Virtual Human, Buford was developed at Rockwell International to find reach and clearance areas around a model positioned by the operator.[17] The figure represented a 50th-percentile human model and was covered by CAD-generated polygons. Buford is composed of 15 independent links that must be redefined at each modification.

In facial modelling, Parke produced a representation of the head and face at the University of Utah, and three years later, he proposed parametric models to produce a more realistic face.[18]

Some researchers have also used  elementary volumes to create virtual human models e.g. cylinders by Poter and Willmert [19] or ellipsoids by Herbison-Evans.[20] Badler and Smoliar [21] proposed Bubbleman as a three-dimensional human figure consisting of a number of spheres or bubbles. The model was based on overlap of spheres, and  the intensity and size of the spheres varied depending on the distance from the observer.

In the early 1980s, Tom Calvert, a professor of kinesiology and computer science at Simon Fraser University, attached potentiometers to a body and used the output to drive computer-animated figures for choreographic studies and clinical assessment of movement abnormalities. Calvert's animation system used the motion capture apparatus together with Labanotation and kinematic specifications to fully specify character motion.[22]

In the same time,  the Jack software package was developed at the Center for Human Modeling and Simulation at the University of Pennsylvania, and was made commercially available from Tecnomatix,  Jack provided a 3D interactive environment for controlling articulated figures. It featured a detailed human model and included realistic behavioral controls, anthropometric scaling, task animation and evaluation systems, view analysis, automatic reach and grasp, collision detection and avoidance, and many other useful tools for a wide range of applications. "

Production of films and demos edit

In the beginning of the Eighties, several companies and research groups produced short films and demos involving Virtual Humans. In particular, Information International Inc, commonly called Triple-I or III showed the potential for computer graphics to do amazing things, by producing a 3D scan of Peter Fonda's head, and the ultimate demo, “Adam Powers, the Juggler".

In 1982, Philippe Bergeron, Nadia Magnenat-Thalmann and Daniel Thalmann produced Dream Flight, a film depicting a person (articulated stick figure) transported over the Atlantic Ocean from Paris to New York. The film was completely programmed using the MIRA graphical language, an extension of the Pascal language based on graphical abstract data types. The film got several awards and was shown at the SIGGRAPH ‘83 Film Show. Another film became a breakthrough in 1985, the film "Tony de Peltrie" that used for the first time facial animation techniques to tell a story. During the same year, the Hard Woman video for the Mick Jagger's song was developed by Digital Productions that showed a nice animation of a stylized woman. In the same time, "The Making Of Brilliance" was created by Robert Abel & Associates as a TV commercial and has showed an incredible motion and rendering for the time being. In l987, the Engineering Institute of Canada celebrated its 100th anniversary. A major event, sponsored by Bell Canada and Northern Telecom, took place at the Place des Arts in Montreal. For this event, Nadia Magnenat-Thalmann and Daniel Thalmann simulated Marilyn Monroe and Humphrey Bogart meeting in a cafe in the old town  of Montreal. This film Rendez-vous in Montreal was the first film that has modelled 3D legendary stars. The film is a result of an extensive research on the 3D cloning aspect of real humans as well as the modelling of their behaviour.[23]  

In 1988 "Tin Toy" was the first film made by computer to obtain an Oscar (as Best Animated Short Film). It is the story of a tin one-man band toy, attempting to escape from Billy, a silly infant. The same year, deGraf/Wahrman developed "Mike the Talking Head" for Silicon Graphics to demonstrate the real-time capabilities of their new 4D machines. Mike was driven by a specially built controller that allowed a single puppeteer to handle many parameters of the character's face, including mouth, eyes, expression, and head position. The Silicon Graphics hardware provided real-time interpolation between facial expressions and head geometry as controlled by the performer. Mike was performed live in that year's SIGGRAPH film and video show.

In 1989, Kleiser-Walczak produced Dozo, a computer animation of a woman dancing in front of a microphone while singing a song for a music video. They captured the motion using an optically-based solution from Motion Analysis with multiple cameras to triangulate the images of small pieces of reflective tape placed on the body. The resulting output is the 3-D trajectory of each reflector in the space.

In 1989, in the film "The Abyss", a particular sequence shows a watery pseudopod acquiring a human face. This represented an important step for future synthetic characters as it was then possible to transform one shape to another human face. In 1989, Lotta Desire, actress of "The Little Death" and "Virtually Yours" demonstrated advanced facial animation and first computer-animated kiss. Then, "Terminator II" movie marked in 1991 a milestone in the animation of virtual humans mixed with real people and decors.

In the nineties, several short movies were produced, the most well-known is “Geri's Game” from Pixar which received the Academy Award for Animated Short films.

More recent research edit

Behavioral animation was introduced and developed by Craig Reynolds.[24] He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement. By integrating numerous virtual humans to inhabit virtual worlds, Musse and Thalmann then initiated the field of crowd simulation.

Starting in the nineties, researchers have shifted to real-time animation and to the interaction with virtual worlds. The merge of Virtual Reality, Human Animation and Video Analysis techniques has led to the integration of Virtual Humans in Virtual Reality, the interaction with these virtual humans, and the self-representation as a clone or avatar or participant in the Virtual World. Interaction with Virtual Environments was planned to be at various level of user configuration. A high-end configuration could involve an immersive environment where users would interact by voice, gesture and physiological signals with virtual humans that would help them explore their digital data environment, both locally and over the Web. For this, Virtual Humans started to be able to recognize gestures, speech and expressions of the user and answer by speech and animation.[25] The ultimate objective of this development is to create  realistic and believable virtual humans with adaptation, perception and memory. These virtual humans paved the way of today research to produce virtual humans that can act freely while simulating emotions.[26] Ideally, the goal is to have them aware of the environment and unpredictable.

Applications edit

References edit

  1. ^ Magnenat-Thalmann, Nadia; Thalmann, Daniel (November 24, 2005). "Virtual humans: thirty years of research, what next?". The Visual Computer. 21 (12): 997–1015. doi:10.1007/s00371-005-0363-6. ISSN 0178-2789. S2CID 10935963.
  2. ^ "MetaHuman | Realistic Person Creator". from the original on August 23, 2023. Retrieved August 23, 2023.
  3. ^ "Artistry Tools | Unity". from the original on August 26, 2023. Retrieved August 23, 2023.
  4. ^ Zhou, Yi; Hu, Liwen; Xing, Jun; Chen, Weikai; Kung, Han-Wei; Tong, Xin; Li, Hao (2018). "HairNet: Single-View Hair Reconstruction using Convolutional Neural Networks". arXiv:1806.07467 [cs.GR].
  5. ^ "Realtime Vulkan Hair". GitHub. from the original on August 23, 2023. Retrieved August 23, 2023.
  6. ^ "Compute Shader - Vulkan Tutorial". from the original on June 7, 2023. Retrieved August 23, 2023.
  7. ^ "Vulkan® 1.3.275 - A Specification (With all ratified extensions)". from the original on August 23, 2023. Retrieved August 23, 2023.
  8. ^ "Animation Blueprints". from the original on August 23, 2023. Retrieved August 23, 2023.
  9. ^ "Phase-Functioned Neural Networks for Character Control". from the original on August 5, 2023. Retrieved August 23, 2023.
  10. ^ "Data-Driven Physics for Human Soft Tissue Animation". ps.is.mpg.de. from the original on June 27, 2023. Retrieved September 10, 2023.
  11. ^ "Behavioral Animation". www.red3d.com. from the original on May 14, 2021. Retrieved July 5, 2021.
  12. ^ "GENEA Challenge 2022: Co-Speech Gesture Generation". November 4, 2022.
  13. ^ Dana Waterman and Clinton T. Washburn (1978) CYBERMAN — A Human Factors Design Tool November 1, 2020, at the Wayback Machine, SAE Transactions, Vol. 87, Section 2: 780230–780458 (1978), pp. 1295-1306
  14. ^ Evans SM (1976) User's Guide for the Program of Combiman July 9, 2021, at the Wayback Machine, Report AMRLTR-76-117, University of Dayton, Ohio
  15. ^ Dooley M (1982) Anthropometric Modeling Programs – A Survey July 9, 2021, at the Wayback Machine, IEEE Computer Graphics and Applications, IEEE Computer Society, vol 2( 9), pp.17-25
  16. ^ Bonney, M., Case, K., Hughes, B., Kennedy, D. et al., Using SAMMIE for Computer-Aided Workplace and Work Task Design July 9, 2021, at the Wayback Machine, SAE Technical Paper 740270, 1974
  17. ^ W. A. Fetter. A progression of human figures simulated by computergraphics July 9, 2021, at the Wayback Machine.IEEE Comput. Graph. Appl., 2(9):9–13, 1982
  18. ^ Parke FI (1972) Computer Generated Animation of Faces July 9, 2021, at the Wayback Machine. Proc. ACM annual conference
  19. ^ Poter TE, Willmert KD (1975) Three-Dimensional Human Display Model July 9, 2021, at the Wayback Machine, Computer Graphics, Vol.9, No1, pp.102-110.
  20. ^ Herbison-Evans D (1986) Animation of the Human Figure, Technical Report CS-86-50, University of Waterloo Computer Science Department, November.
  21. ^ Badler NI, Smoliar SW (1979) Digital Representations of Human Movement July 9, 2021, at the Wayback Machine, Computing Surveys, Vol.11, No.1, pp.19-38.
  22. ^ Calvert TW, A. Patla A (1982) Aspects of the Kinematic Simulation of Human Movement July 9, 2021, at the Wayback Machine, IEEE Computer Graphics and Applications, Vol.2, No.9, pp.41-50.
  23. ^ N. Magnenat-Thalmann, D. Thalmann, The Direction of Synthetic Actors in the Film Rendez-vous in Montreal June 24, 2021, at the Wayback Machine, IEEE Computer Graphics and Applications, Vol.7, No 12, 1987, pp.9-19
  24. ^ C. Reynolds (1987). Flocks, herds and schools: A distributed behavioral model July 3, 2021, at the Wayback Machine. Proceedings of ACM SIGGRAPH 87. July 1987. pp. 25–34.
  25. ^ Thomas, Daniel J. (August 2021). "Artificially intelligent virtual humans for improving the outcome of complex surgery". International Journal of Surgery (London, England). 92: 106022. doi:10.1016/j.ijsu.2021.106022. ISSN 1743-9159. PMID 34265470. S2CID 235960454.
  26. ^ Loveys, Kate; Sagar, Mark; Broadbent, Elizabeth (July 22, 2020). "The Effect of Multimodal Emotional Expression on Responses to a Digital Human during a Self-Disclosure Conversation: a Computational Analysis of User Language". Journal of Medical Systems. 44 (9). doi:10.1007/s10916-020-01624-4. ISSN 0148-5598. S2CID 220717084.
  27. ^ Allen, A. and Jones, C., How virtual workers are feeding school children February 8, 2023, at the Wayback Machine, Supply Management, July–September 2022, accessed 8 February 2023
  28. ^ Kim, EA., D. Kim, Z. E, and H. Shoenberger, The next hype in social media advertising: Examining virtual influencers’ brand endorsement effectiveness February 27, 2023, at the Wayback Machine. Frontiers in Psychology, 2023. 14:1089051.

Further reading edit

Books about virtual humans edit

  • Nadia Magnenat-Thalmann (Editor), Daniel Thalmann (Editor), Handbook of Virtual Humans, ISBN 978-0-470-02316-7, 468 pages, Wiley, August 2004 (ACM Digital Library)
  • Peter M. Plantec, Virtual Humans: A Build-It-Yourself Kit, Complete with Software and Step-by-Step Instructions, Amacom, 2003
  • David Burden, Maggi Savin-Baden, Virtual Humans Today and Tomorrow, 2020, Chapman and Hall/CRC

Books with some contents of virtual humans edit

  • Wayne E. Carlson, Computer Graphics and Computer Animation: A Retrospective Overview licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
  • Modeling Communication with Robots and Virtual Humans, Second Ziff Research Group 2005/2006 International Workshop on Embodied Communication in Humans and Machines, Bielefeld, Germany, April 5–8, 2006, Revised Selected Papers

virtual, human, related, concepts, disambiguation, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced, material, challenged, removed, find, sources, news, newspapers,. For related concepts see Virtual human disambiguation This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Virtual human news newspapers books scholar JSTOR August 2021 Learn how and when to remove this message A virtual human or digital human 1 is a software fictional character or human being Virtual human have been created as tools and artificial companions in simulation video games film production human factors and ergonomic and usability studies in various industries aerospace automobile machinery furniture etc clothing industry telecommunications avatars medicine etc These applications require domain dependent simulation fidelity A medical application might require an exact simulation of specific internal organs film industry requires highest aesthetic standards natural movements and facial expressions ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints etc A virtual crash test dummy Game engines such as Unreal Engine via metahuman 2 and Unity by acquiring Weta FX 3 have enabled real time interactions with digital humans using physically based rendering Contents 1 Research 2 Types 3 History 3 1 Early models 3 2 Production of films and demos 3 3 More recent research 4 Applications 5 References 6 Further reading 6 1 Books about virtual humans 6 2 Books with some contents of virtual humansResearch editWe see the virtual human as more than a useful artifact We see it as a tool for understanding ourselves If we can simulate a virtual human in a virtual world behaving in ways that are indistinguishable from a real human then we assert that we have captured something about what it means to be human Perceiving Systems Max Planck Institute for Intelligent Systems Research on virtual humans involves interdisciplinary collaboration of activities such as machine learning game development and artificial neuroscience Anatomy and geometry modeling a human body using 3D scanners digitizers and software tools Hair and skin generation representation and rendering 4 5 Accurate and performant simulation requires modern computer graphics techniques such as compute and tessellation shaders 6 7 Skeletal animation and physically based animation in response to environment interaction Methods include behavior trees selecting parametric keyframe sets 8 procedural inverse kinematics or neural network driven locomotion control 9 A common way of obtaining reference data is through motion capture nbsp Motion capture Body surface animation and deformation or skinning simulating deformation of visible body surface with respect to the movement of the underlying skeleton structure 10 Facial animation playing an essential role for human communication Two mainstream facial animation research exist parametrized models and muscle models Walking or gait generation which should generate natural looking walking motion based on a given trajectory and velocity Obstacle avoidance task of satisfying some control objective subject to non intersection or non collision position constraints in order to find the optimal trajectory for walking while avoiding obstacles Grasping which should produce the best arm and hand motion to grab an object Grasping is often preceded by reaching which is highly dependent on head and trunk control as well as eye control and gaze Behavior 11 striving to give more character and personality to the animation thus making it look more natural and personalized than mechanics based animations For example speech gesture generation 12 Types editThere are two main classes of virtual human according to whom Avatars an avatar computing is the graphical representation of the user Avatars have been popularized by online worlds like The Palace Second Life Active Worlds IMWU Zepeto and others Autonomous Virtual Human an autonomous virtual human is an autonomous agent with embodiment or an embodied agent A particular case of Virtual Human is the Virtual Actor which is a Virtual Human avatar or autonomous representing an existing personality and acting in a film or a series History editEarly models edit Ergonomic analysis provided some of the earliest applications in computer graphics for modeling a human figure and its motion William Fetter a Boeing art director in early 20th Century was the first person to draw a human figure using a computer This figure is known as the Boeing Man The seven jointed First Man used for studying the instrument panel of a Boeing 747 enabled many pilot motions to be displayed by articulating the figure s pelvis neck shoulders and elbows The addition of twelve extra joints to First Man produced Second Man This figure was used to generate a set of animation film sequences based on a series of photographs produced by Eadweard Muybridge Then several models were developed by various companies Cyberman Cybernetic man model was developed by Chrysler Corporation for modeling human activity in and around a car 13 It is based on 15 joints the position of the observer is predefined Combiman Computerized biomechanical man model was specifically designed to test how easily a human can reach objects in a cockpit 14 it is defined using a 35 internal link skeletal system Boeman was designed in 1969 by Boeing Corporation 15 It is based on a 50th percentile three dimensional human model He can reach for objects like baskets collisions are detected and visual interferences are identified Boeman is built as a 23 joint figure with variable link lengths Sammie System for Aiding Man Machine Interaction Evaluation was designed in 1972 at the University of Nottingham for general ergonometric design and analysis 16 This was so far the best parameterized human model and it presents a choice of physical types slim fat muscled etc The vision system was very developed and complex objects have been manipulated by Sammie based on 21 rigid links with 17 joints Another interesting Virtual Human Buford was developed at Rockwell International to find reach and clearance areas around a model positioned by the operator 17 The figure represented a 50th percentile human model and was covered by CAD generated polygons Buford is composed of 15 independent links that must be redefined at each modification In facial modelling Parke produced a representation of the head and face at the University of Utah and three years later he proposed parametric models to produce a more realistic face 18 Some researchers have also used elementary volumes to create virtual human models e g cylinders by Poter and Willmert 19 or ellipsoids by Herbison Evans 20 Badler and Smoliar 21 proposed Bubbleman as a three dimensional human figure consisting of a number of spheres or bubbles The model was based on overlap of spheres and the intensity and size of the spheres varied depending on the distance from the observer In the early 1980s Tom Calvert a professor of kinesiology and computer science at Simon Fraser University attached potentiometers to a body and used the output to drive computer animated figures for choreographic studies and clinical assessment of movement abnormalities Calvert s animation system used the motion capture apparatus together with Labanotation and kinematic specifications to fully specify character motion 22 In the same time the Jack software package was developed at the Center for Human Modeling and Simulation at the University of Pennsylvania and was made commercially available from Tecnomatix Jack provided a 3D interactive environment for controlling articulated figures It featured a detailed human model and included realistic behavioral controls anthropometric scaling task animation and evaluation systems view analysis automatic reach and grasp collision detection and avoidance and many other useful tools for a wide range of applications Production of films and demos edit In the beginning of the Eighties several companies and research groups produced short films and demos involving Virtual Humans In particular Information International Inc commonly called Triple I or III showed the potential for computer graphics to do amazing things by producing a 3D scan of Peter Fonda s head and the ultimate demo Adam Powers the Juggler In 1982 Philippe Bergeron Nadia Magnenat Thalmann and Daniel Thalmann produced Dream Flight a film depicting a person articulated stick figure transported over the Atlantic Ocean from Paris to New York The film was completely programmed using the MIRA graphical language an extension of the Pascal language based on graphical abstract data types The film got several awards and was shown at the SIGGRAPH 83 Film Show Another film became a breakthrough in 1985 the film Tony de Peltrie that used for the first time facial animation techniques to tell a story During the same year the Hard Woman video for the Mick Jagger s song was developed by Digital Productions that showed a nice animation of a stylized woman In the same time The Making Of Brilliance was created by Robert Abel amp Associates as a TV commercial and has showed an incredible motion and rendering for the time being In l987 the Engineering Institute of Canada celebrated its 100th anniversary A major event sponsored by Bell Canada and Northern Telecom took place at the Place des Arts in Montreal For this event Nadia Magnenat Thalmann and Daniel Thalmann simulated Marilyn Monroe and Humphrey Bogart meeting in a cafe in the old town of Montreal This film Rendez vous in Montreal was the first film that has modelled 3D legendary stars The film is a result of an extensive research on the 3D cloning aspect of real humans as well as the modelling of their behaviour 23 In 1988 Tin Toy was the first film made by computer to obtain an Oscar as Best Animated Short Film It is the story of a tin one man band toy attempting to escape from Billy a silly infant The same year deGraf Wahrman developed Mike the Talking Head for Silicon Graphics to demonstrate the real time capabilities of their new 4D machines Mike was driven by a specially built controller that allowed a single puppeteer to handle many parameters of the character s face including mouth eyes expression and head position The Silicon Graphics hardware provided real time interpolation between facial expressions and head geometry as controlled by the performer Mike was performed live in that year s SIGGRAPH film and video show In 1989 Kleiser Walczak produced Dozo a computer animation of a woman dancing in front of a microphone while singing a song for a music video They captured the motion using an optically based solution from Motion Analysis with multiple cameras to triangulate the images of small pieces of reflective tape placed on the body The resulting output is the 3 D trajectory of each reflector in the space In 1989 in the film The Abyss a particular sequence shows a watery pseudopod acquiring a human face This represented an important step for future synthetic characters as it was then possible to transform one shape to another human face In 1989 Lotta Desire actress of The Little Death and Virtually Yours demonstrated advanced facial animation and first computer animated kiss Then Terminator II movie marked in 1991 a milestone in the animation of virtual humans mixed with real people and decors In the nineties several short movies were produced the most well known is Geri s Game from Pixar which received the Academy Award for Animated Short films More recent research edit Behavioral animation was introduced and developed by Craig Reynolds 24 He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement By integrating numerous virtual humans to inhabit virtual worlds Musse and Thalmann then initiated the field of crowd simulation Starting in the nineties researchers have shifted to real time animation and to the interaction with virtual worlds The merge of Virtual Reality Human Animation and Video Analysis techniques has led to the integration of Virtual Humans in Virtual Reality the interaction with these virtual humans and the self representation as a clone or avatar or participant in the Virtual World Interaction with Virtual Environments was planned to be at various level of user configuration A high end configuration could involve an immersive environment where users would interact by voice gesture and physiological signals with virtual humans that would help them explore their digital data environment both locally and over the Web For this Virtual Humans started to be able to recognize gestures speech and expressions of the user and answer by speech and animation 25 The ultimate objective of this development is to create realistic and believable virtual humans with adaptation perception and memory These virtual humans paved the way of today research to produce virtual humans that can act freely while simulating emotions 26 Ideally the goal is to have them aware of the environment and unpredictable Applications editVirtual people for simulation based learning and training transportation civil engineering etc skill development team coordination and decision making Virtual users for the ergonomic analysis in work environments and vehicles Virtual presenters for TV and the Web Virtual individuals and crowds for the simulation and training in case of emergency situations Virtual mannequins for the clothing industry Virtual actors for movies Virtual patients for orthopedic surgery plastic surgery and prostheses and rehabilitation Virtual people for the treatment of social anxiety disorder and phobia and virtual psychotherapies Virtual inhabitants for virtual cities and architectural simulation with buildings landscapes and lights etc Virtual characters for computer games and Lunaparks casinos Virtual athletes for sport simulation and teaching Virtual soldiers for military applications such as battlefield simulation team training and peace keeping operations Virtual characters for interactive drama Virtual workers for the simulation of human activity in industrial or other workplace environments 27 Virtual ancient people for inhabited cultural heritage sites Virtual representations of participants in virtual conferences in order to reduce the transmission bandwidth requirements Virtual employees for design and maintenance of equipment design for access ease of repair safety tool clearance visibility etc Virtual people for human factor analysis Virtual influencer Studies show that human like appearance of virtual humans show higher message credibility than anime like virtual humans in advertising context 28 References edit Magnenat Thalmann Nadia Thalmann Daniel November 24 2005 Virtual humans thirty years of research what next The Visual Computer 21 12 997 1015 doi 10 1007 s00371 005 0363 6 ISSN 0178 2789 S2CID 10935963 MetaHuman Realistic Person Creator Archived from the original on August 23 2023 Retrieved August 23 2023 Artistry Tools Unity Archived from the original on August 26 2023 Retrieved August 23 2023 Zhou Yi Hu Liwen Xing Jun Chen Weikai Kung Han Wei Tong Xin Li Hao 2018 HairNet Single View Hair Reconstruction using Convolutional Neural Networks arXiv 1806 07467 cs GR Realtime Vulkan Hair GitHub Archived from the original on August 23 2023 Retrieved August 23 2023 Compute Shader Vulkan Tutorial Archived from the original on June 7 2023 Retrieved August 23 2023 Vulkan 1 3 275 A Specification With all ratified extensions Archived from the original on August 23 2023 Retrieved August 23 2023 Animation Blueprints Archived from the original on August 23 2023 Retrieved August 23 2023 Phase Functioned Neural Networks for Character Control Archived from the original on August 5 2023 Retrieved August 23 2023 Data Driven Physics for Human Soft Tissue Animation ps is mpg de Archived from the original on June 27 2023 Retrieved September 10 2023 Behavioral Animation www red3d com Archived from the original on May 14 2021 Retrieved July 5 2021 GENEA Challenge 2022 Co Speech Gesture Generation November 4 2022 Dana Waterman and Clinton T Washburn 1978 CYBERMAN A Human Factors Design Tool Archived November 1 2020 at the Wayback Machine SAE Transactions Vol 87 Section 2 780230 780458 1978 pp 1295 1306 Evans SM 1976 User s Guide for the Program of Combiman Archived July 9 2021 at the Wayback Machine Report AMRLTR 76 117 University of Dayton Ohio Dooley M 1982 Anthropometric Modeling Programs A Survey Archived July 9 2021 at the Wayback Machine IEEE Computer Graphics and Applications IEEE Computer Society vol 2 9 pp 17 25 Bonney M Case K Hughes B Kennedy D et al Using SAMMIE for Computer Aided Workplace and Work Task Design Archived July 9 2021 at the Wayback Machine SAE Technical Paper 740270 1974 W A Fetter A progression of human figures simulated by computergraphics Archived July 9 2021 at the Wayback Machine IEEE Comput Graph Appl 2 9 9 13 1982 Parke FI 1972 Computer Generated Animation of Faces Archived July 9 2021 at the Wayback Machine Proc ACM annual conference Poter TE Willmert KD 1975 Three Dimensional Human Display Model Archived July 9 2021 at the Wayback Machine Computer Graphics Vol 9 No1 pp 102 110 Herbison Evans D 1986 Animation of the Human Figure Technical Report CS 86 50 University of Waterloo Computer Science Department November Badler NI Smoliar SW 1979 Digital Representations of Human Movement Archived July 9 2021 at the Wayback Machine Computing Surveys Vol 11 No 1 pp 19 38 Calvert TW A Patla A 1982 Aspects of the Kinematic Simulation of Human Movement Archived July 9 2021 at the Wayback Machine IEEE Computer Graphics and Applications Vol 2 No 9 pp 41 50 N Magnenat Thalmann D Thalmann The Direction of Synthetic Actors in the Film Rendez vous in Montreal Archived June 24 2021 at the Wayback Machine IEEE Computer Graphics and Applications Vol 7 No 12 1987 pp 9 19 C Reynolds 1987 Flocks herds and schools A distributed behavioral model Archived July 3 2021 at the Wayback Machine Proceedings of ACM SIGGRAPH 87 July 1987 pp 25 34 Thomas Daniel J August 2021 Artificially intelligent virtual humans for improving the outcome of complex surgery International Journal of Surgery London England 92 106022 doi 10 1016 j ijsu 2021 106022 ISSN 1743 9159 PMID 34265470 S2CID 235960454 Loveys Kate Sagar Mark Broadbent Elizabeth July 22 2020 The Effect of Multimodal Emotional Expression on Responses to a Digital Human during a Self Disclosure Conversation a Computational Analysis of User Language Journal of Medical Systems 44 9 doi 10 1007 s10916 020 01624 4 ISSN 0148 5598 S2CID 220717084 Allen A and Jones C How virtual workers are feeding school children Archived February 8 2023 at the Wayback Machine Supply Management July September 2022 accessed 8 February 2023 Kim EA D Kim Z E and H Shoenberger The next hype in social media advertising Examining virtual influencers brand endorsement effectiveness Archived February 27 2023 at the Wayback Machine Frontiers in Psychology 2023 14 1089051 Further reading editBooks about virtual humans edit Nadia Magnenat Thalmann Editor Daniel Thalmann Editor Handbook of Virtual Humans ISBN 978 0 470 02316 7 468 pages Wiley August 2004 ACM Digital Library Peter M Plantec Virtual Humans A Build It Yourself Kit Complete with Software and Step by Step Instructions Amacom 2003 David Burden Maggi Savin Baden Virtual Humans Today and Tomorrow 2020 Chapman and Hall CRC Books with some contents of virtual humans edit Wayne E Carlson Computer Graphics and Computer Animation A Retrospective Overview licensed under a Creative Commons Attribution NonCommercial NoDerivatives 4 0 International License Modeling Communication with Robots and Virtual Humans Second Ziff Research Group 2005 2006 International Workshop on Embodied Communication in Humans and Machines Bielefeld Germany April 5 8 2006 Revised Selected Papers Retrieved from https en wikipedia org w index php title Virtual human amp oldid 1203824284, wikipedia, wiki, book, books, library,

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