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虚拟现实中虚拟身体动画特征的合理性探讨。

On the Plausibility of Virtual Body Animation Features in Virtual Reality.

出版信息

IEEE Trans Vis Comput Graph. 2022 Apr;28(4):1880-1893. doi: 10.1109/TVCG.2020.3025175. Epub 2022 Feb 25.

DOI:10.1109/TVCG.2020.3025175
PMID:32946397
Abstract

We present two experiments to assess the relative impact of different levels of body animation fidelity on plausibility illusion (Psi). The first experiment presents a virtual character that is not controlled by the user ( n=13), while the second experiment presents a user-controlled virtual avatar ( n=24, all male). Psi concerns how realistic and coherent the events in a virtual environment look and feel and is part of Slater's proposition of two orthogonal components of presence in virtual reality (VR). In the experiments, the face, hands, upper and lower bodies of the character or self-avatar were manipulated to present different degrees of animation fidelity, such as no animation, procedural animation, and motion captured animation. Participants started the experiment experiencing the best animation configuration. Then, animation features were reduced to limit the amount of captured information made available to the system. Participants had to move from this basic animation configuration towards a more complete one, and declare when the avatar animation realism felt equivalent to the initial and most complete configuration, which could happen before all animation features were maxed out. Participants in the self-avatar experiment were also asked to rate how each animation feature affected their sense of control of the virtual body. We found that a virtual body with upper and lower body animated using eight tracked rigid bodies and inverse kinematics (IK) was often perceived as equivalent to a professional capture pipeline relying on 53 markers. Compared to what standard VR kits in the market are offering, i.e., a tracked headset and two hand controllers, we found that foot tracking, followed by mouth animation and finger tracking, were the features that added the most to the sense of control of a self-representing avatar. In addition, these features were often among the first to be improved in both experiments.

摘要

我们进行了两项实验,以评估不同程度的身体动画逼真度对逼真幻觉(Psi)的相对影响。第一项实验呈现了一个不由用户控制的虚拟角色(n=13),而第二项实验呈现了一个用户控制的虚拟化身(n=24,均为男性)。Psi 涉及虚拟环境中事件的逼真感和连贯性,是斯莱特(Slater)提出的虚拟现实(VR)中存在的两个正交分量的一部分。在实验中,通过操纵角色或自我化身的面部、手部、上下身来呈现不同程度的动画逼真度,例如无动画、程序性动画和运动捕捉动画。参与者从体验最佳动画配置开始实验。然后,动画特征被减少以限制系统可用的捕获信息的数量。参与者必须从这个基本的动画配置向更完整的动画配置移动,并在化身动画的逼真度感觉与初始和最完整的配置相当时声明,这可能发生在所有动画特征都达到最大值之前。自我化身实验的参与者还被要求对每个动画特征如何影响他们对虚拟身体的控制感进行评分。我们发现,使用八个跟踪刚体和反向运动学(IK)来动画化上下身的虚拟身体通常被认为与依赖 53 个标记的专业捕获管道相当。与市场上标准的 VR 套件相比,即跟踪式耳机和两个手控器,我们发现脚部跟踪,其次是口部动画和手指跟踪,是增加自我表现化身控制感的最主要特征。此外,这些特征通常是在这两项实验中首先得到改进的特征。

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