These illusions and their consequences occur in spite of the person knowing that nothing real is happening. Presence has been decomposed into two different aspects, the illusion of “being there,” referred to as “Place Illusion,” and the illusion that the events that are occurring are really happening, referred to as “Plausibility” ( Slater, 2009). When people enter an immersive virtual environment through a VR/AR system they may experience an illusion of being in the place depicted by the virtual environment, typically referred to as “presence” ( Sanchez-Vives and Slater, 2005). When digital humans are controlled by algorithms they are referred to as embodied agents ( Bailenson and Blascovich, 2004).
Eyes tracking faceshift problem software#
An avatar can represent a real live participating person, or an underlying software agent. Avatars created with computer graphics can reach such a level of realism that they can substitute real humans inside Virtual Reality (VR) or Augmented Reality (AR). The behavior of an avatar is defined by the movements the 3D model can perform. The morphology of an avatar refers to the definition of the shape and structure of the geometry of the 3D model, and it usually complies with the anatomical structure of the human body. A human-like avatar is defined by its morphology and behavior. When these avatars are rigged they have a skeleton system, can walk and be animated to resemble people. These digital avatars are a collection of geometry (meshes, vertex) and textures (images) combined to look like real humans in three dimensions (3D). However, in this paper we focus on anthropomorphically correct digital human representations: avatars. When representing users or computer-controlled agents within computer graphics systems we have a range of alternatives from abstract and cartoon-like, through human-like to fantastic creations from our imagination. All in all this paper attempts to convey why rigged avatars will be key to the future of VR and its wide adoption. The second part presents the scientific evidence of the utility of using rigged avatars for embodiment but also for applications such as crowd simulation and entertainment. We cover the current main alternatives for face and body animation as well introduce upcoming capture methods. We divide this paper in two main parts: the first one gives an overview of the different methods available to create and animate avatars. Furthermore many research areas ranging from crowd simulation to neuroscience, psychology, or sociology have used avatars to investigate new theories or to demonstrate how they influence human performance and interactions. Avatars, virtual representations of humans, are widely used in VR applications.
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