Fig. 1. Real-virtual configuration: Upper body to make parts of a virtual human (left), the virtual human to create head only (right)
Fig. 2. Results by the difference between real-virtual configuration: Level 2 (left), Level 1 (right)
Fig. 3. Eyeball movement of the virtual human
Fig. 4. Gaze control of the virtual human:front, left, and right direction
Fig. 5. LipSync control
Fig. 6. Control UI of the virtual human by the Wizard-of-Oz method
Fig. 7. Effects of two-typed virtual human’s configurations on co-presence and emotional response
Table 1. Examples of questions in our experiment
Table 2. Subject questionnaire
References
- S. Firestone, T. Ramalingam, and S. Fry, "Voice and video conference fundamentals," Cisco Press, 2007.
- K. Otsuka, "MMSpace: Kinetically-augmented telepresence for small group-to-group conversations," Proceedings of the IEEE VR, pp.19-28, 2016.
- A. Maimone, X. Yang, N. Dierk, A. State, M. Dou, and H. Fuchs, "General-purpose telepresence with head-worn optical see-through displays and projector-based lighting," Proceedings of the IEEE VR, pp.23-26, 2013.
- S.-O. Escolano et al, "Holoportation: virtual 3D teleportation in real-time," Proceedings of the ACM UIST, pp.741-754, 2016.
- Sergio et al, "Holoportation: Virtual 3D Teleportation in Real-time," Proceedings of the 29th Annual Symposium on User Interface Software and Technology, pp.741-754, 2016.
- D. Jo, K.-H. Kim, and G. Kim, "Avatar motion adaptation for AR based 3D tele-conference," Proceedings of the IEEE Workshop on 3DCVE, pp.1-4, 2014.
- Y. Pan, and A. Steed, "A Comparison of Avatar-, Video-, and Robot-mediated Interaction on Users' Trust in Expertise," Frontiers in Robotics and AI, 3(12):1-12, 2016.
- D. Jo, K. Kim, G. F. Welch, W. Jeon, Y. Kim, K.-H. Kim, and G. J. Kim, "The Impact of Avatar-owner Visual Similarity on Body Ownership in Immersive Virtual Reality," In Proceedings of the 23rd ACM Virtual Reality Software and Technology(VRST), Article No. 77, 2017.
- B. Lok, J.-H. Chuah, A. Robb, A. Cordar, S. Lampotang, and A. Wendling, "Mixed-Reality Humans for Team Training," IEEE Computer Graphics and Applications, Vol.34, No.3, pp.72-75, 1999. https://doi.org/10.1109/MCG.2014.57
- Y. Wu, S.-V. Babu, R. Armstrong, J.-W. Bertrand, J. Luo, T. Roy, S.-B. Daily, L.-C. Dukes, L.-F. Hodges, and T. Fasolino, "Effects of Virtual Human Animation on Emotion Contagion in Simulated Inter-Personal Experiences," IEEE Transactions on Visualization and Computer Graphics, Vol.20, No.4, pp.626-636, 2014. https://doi.org/10.1109/TVCG.2014.19
- D. Jo, "Exploring the Effects of Mixed-reality Human's Physicality on Co-presence and Emotional Response," Proceedings of the VRCAI, poster, 2018.
Cited by
- cGANs 기반 3D 포인트 클라우드 데이터의 실시간 전송 기법 vol.23, pp.11, 2019, https://doi.org/10.6109/jkiice.2019.23.11.1482
- 독거노인용 가상 휴먼 제작 툴킷 vol.24, pp.9, 2020, https://doi.org/10.6109/jkiice.2020.24.9.1245
- 유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석 vol.24, pp.10, 2019, https://doi.org/10.6109/jkiice.2020.24.10.1390