Handbook of Virtual Humans英文版.pdf
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1、 Handbook of Virtual Humans Edited by N. Magnenat-Thalmann MIRALab, University of Geneva, Switzerland D. Thalmann VRlab, EPFL, Switzerland Handbook of Virtual Humans Handbook of Virtual Humans Edited by N. Magnenat-Thalmann MIRALab, University of Geneva, Switzerland D. Thalmann VRlab, EPFL, Switzerl
2、and Copyright 2004John Wiley they should behave like real humans, including abilities such as: perception, language understanding and generation, emotions, goal-driven behavior, reactivity to the environ- ment including with other Virtual Humans, memory, inference, appearance of thought and personal
3、ities, interpersonal interactions, social skills and possibly others. Virtual Humans in a society require four main elements: 1. High-level behavior, which concerns decision-making and intelligence, motivation, and social behavior. 2. Perception: virtual sensors (for Virtual Worlds) and real sensors
4、 (for Real Worlds). 3. Animation: flexible motion control. 4. Graphics: realistic aspect including skin, hair, and clothes. We can identify many areas where autonomous Virtual Humans are essential. Before dis- cussing several types of applications in Section 1.3, where Virtual Humans are involved, w
5、e can cite the three main applications. Virtual people for inhabited Virtual Environments. Their role is very important in Virtual Environments with many people, such as virtual airports or even virtual cities. In the next few years, we will see a lot of Virtual Humans in many applications. These Vi
6、rtual Humans will be more and more autonomous. They will also tend to become intelligent. Virtual substitutes. A virtual substitute is an intelligent computer-generated agent able to act instead of the real person and on behalf of this person on the network. The virtual substitute has the voice of t
7、he real person and his or her appearance. S/he will appear on the screen of the workstation/TV, communicate with people, and have pre-defined behaviors planned by the owner to answer the requests of other people. History of Virtual Humans3 Virtual medical assistance. Nowadays, it is difficult to ima
8、gine an effective solution for chronic care without including the remote care of patients at home by a kind of Virtual Medical Doctor. The modeling of a virtual patient with correspondence to medical images is also a key issue and a basis for telesurgery. Mainly, telepresence is the future of multim
9、edia systems and will allow participants to share professional and private experiences, meetings, games, and parties. Virtual Humans have a key role to play in these shared Virtual Environments and true interaction with them is a great challenge. Although a lot of research has been going on in the f
10、ield of Networked Virtual Environments, most of the existing systems still use simple embodiments (avatars) for the representation of participants in the environments. More complex Virtual Human embodiment increases the natural interaction within the environment. The users more natural perception of
11、 each other (and of autonomous actors) increases their sense of being together, and thus the overall sense of shared presence in the environment. 1.2History of Virtual Humans 1.2.1Early Models Ergonomic analysis provided some of the earliest applications in computer graphics for modeling a human fig
12、ure and its motion. One of the earliest figures used for ergonomic analysis was William Fetters Landing Signal Officer (LSO), developed for Boeing in 1959 (Fetter 1982). The seven jointed First Man, used for studying the instrument panel of a Boeing 747, enabled many pilot actions to be displayed by
13、 articulating the figures pelvis, neck, shoulders, and elbows. Possibly the first use of computer graphics in commercial advertising took place in 1970 when this figure was used for a Norelco television commercial. The addition of twelve extra joints to First Man produced Second Man. This figure was
14、 used to generate a set of animation film sequences based on a series of photographs produced by Muybridge (1955). Third Man and Woman was a hierarchical figure series with each figure differing by an order of magnitude in complexity. These figures were used for general ergonomic studies. The most c
15、omplex figure had 1000 points and was displayed with lines to represent the contours of the body. In 1977, Fetter produced Fourth Man and Woman figures based on data from biostereometric tapes. These figures could be displayed as a series of colored polygons on raster devices. Cyberman (Cybernetic m
16、an-model) was developed by Chrysler Corporation for modeling human activity in and around a car (Blakeley 1980). Although he was created to study the position and motion of car drivers, there was no check to determine whether his motions were realistic and the user was responsible for determining th
17、e comfort and feasibility of the position after each operation. It is based on 15 joints; the position of the observer is pre-defined. Combiman (Computerized biomechanical man-model) was specifically designed to test how easily a human can reach objects in a cockpit (Evans 1976). Motions have to be
18、realistic and the human can be chosen at any percentile from among three-dimensional human models. The vision system is very limited. Combiman is defined using a 35 internal-link skeletal system. Although the system indicated success or failure with each reach operation, the operator was required to
19、 determine the amount of clearance (or distance remaining to the goal). 4An Overview of Virtual Humans Boeman was designed in 1969 by the Boeing Corporation (Dooley 1982). It is based on a 50th-percentile three-dimensional human model. He can reach for objects like baskets but a mathematical descrip
20、tion of the object and the tasks is assumed. Collisions are detected during Boemans tasks 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
21、Nottingham for general ergonometric design and analysis (Bonney et al. 1972). 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 can be manipulated by Sammie, based on 21 r
22、igid links with 17 joints. The user defined the environment by either building objects from simple primitives, or by defining the vertices and edges of irregular shaped objects. The human model was based on a measurement survey of a general population group. Buford was developed at Rockwell Internat
23、ional in Downey, California, to find reach and clearance areas around a model positioned by the operator (Dooley 1982). The figure represented a 50th-percentile human model and was covered by CAD-generated polygons. The user could interactively design the environment and change the body position and
24、 limb sizes. However, repositioning the model was done by individually moving the body and limb segments. He has some difficulty in moving and has no vision system. Buford is composed of 15 independent links that must be redefined at each modification. In 1971 Parke produced a representation of the
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