Abstract Results

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3D Display of Virtual Humans
Kristina Khuu & Luana Sanchez
MOVES Institute, Naval Postgraduate School, Monterey, CA 93943
Dr. Amela Sadagic, Research Associate Professor, Virtual Humans Lab
Abstract
3D virtual humans represent digital models of
human beings. These models are used as an
important resource for research studies, learning
and training systems, video games, etc. In
situations when the quality of interactions with
virtual humans is as good as (or close to) the
quality of interactions with real humans, 3D virtual
humans can be used instead. 3D virtual humans
provide a flexibility that may be needed in given
system - they are available any time we 'ask' them
and they represent an inexpensive alternative to
hiring
real
humans.
This project focused on revising a set of 3D
virtual characters that are planned to be used for
research studies at MOVES Institute. The effort
included three distinct sets of activities: (1)
identifying the flaws in visual appearance (3D
geometry and textures), (2) testing the
functionalities of the Face Controller application,
and (3) building a comprehensive set of animation
scenarios. The goal was to look for discoloration of
skin, believability of emotions of facial
expressions, the errors in the programing and to
create a set of behaviors that would be used in
user studies. Flaws found in the program were
analyzed and logged in a report - each error found
has been presented with the pictures and short
description. This resource will later on be used by
the programmers who will then know what needed
to be fixed.
Results
Conclusions
1. Revisions of Appearance
6 3D models of Virtual Humans have been examined (3 male models and 3 female models with different
shades of skin color). The flaws in appearance that detracted from the believability of the human models
have been recorded and commented. Figure 2 shows a typical example of a texture flaw found on a male
model.
Figure 2. Example of
Number of revisions
• AA Male: 2
• AA Female: 7
• AS Male: 5
• AS Female: 6
• C Male: 9
• C Female:5
discoloration on
side of head.
2. Functionalities of the Face Controller Application
All functions of Face Controller pose events and animation events were tested and logged. Anything that was
unnatural or nonfunctioning was declared to be an error. Figure 3 illustrates the error of a rendering program
that displayed on a head of a male character.
Number of revisions
• AA Male: 38
• AA Female: 40
• AS Male: 41
• AS Female: 35
• C Male: 37
• C Female: 34
Figure 3. The figure at
left illustrates a
command and visual
error. Polygons protrude
out of his neck.
Literature cited
 "3D Display and Capture of Humans for Live
Virtual Training" project
Sadagic, A. (2011), "Tangible Virtual Humans:
Meet Your New Role Players", MOVES
Research and Education Summit 2011
3. Animated Scenarios
Multiple scenarios were created by manipulating the faces. The scenarios were stored to be used later in
user studies. One hundred five scenarios were created using the expressions of varying complexity ranging
from very simple and short animations, to more complex and longer animations. Figure 4 and Figure 5 show
two examples of animated scenario created in our project.
Figure 1. Example of a virtual reality head (left) and a true
3D virtual reality head with image projected on it (right).
This project was focused on testing the
models of 3D virtual humans with the Face
Controller application. The logs of all errors
identified will be used to fix and adjust both 3D
models and the Face Controller application. The
updated versions will be used for a series of user
studies planned to be executed by researchers
at the MOVES Institute. The studies are
designed to help the researchers improve their
understanding on how real humans react when
presented with the situations in which they need
to collaborate with virtual humans, and what
characteristics of virtual humans need to be
improved to make sure the interaction with virtual
humans is qualified by the human participants as
realistic and effective.
Figure 4. The images above are screen shots of one of the animated scenarios and the tracks that control it.
Acknowledgments
A special thanks to Dr. Amela Sadagic and
Professor Mathias Kolsch for being kind and
nurturing mentors. A thanks to Alison Kerr of the
Naval Postgraduate Cebrowski Institute, Joe
Welch, Computer Science at Hartnell College,
Andy Newton, Director of the Science Math
Institute at Hartnell College. Lastly a thanks to
everyone at the MOVES Institute for our
success. The Internship was funded by the
College to University Success Program.
Materials and methods
For further information
 Face Controller Application
 Alienware laptop and desktop
 Microsoft Word 2010
 Paint
Figure 5. Example of a full body animated scenario and the tracks that control it.
For more information contact Dr. Amela Sadagic,
email:
asadagic@nps.edu,
Kristina
Khuu
I am looking forward to seeing
you nextSanchez,
week.
kgkhuu@gmail.com,
Luana
sanchez_luana@yahoo.com
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