SEPTEMBER/OCTOBER 1998 (Vol. 18, No. 5) pp. 20-23 0272-1716/98/$26.00 © 1998 IEEE Published by the IEEE Computer Society Guest Editors' Introduction: Computer Animation for Virtual Humans
Advances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. 1 Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and interact with applications or each other. Controlling Actions and Behavior High-level control procedures make it possible to give behaviors to computer-generated characters that make them appear "intelligent"—that is, they interact with other characters with similar properties and respond to environmental situations in a meaningful and constructive way. Such scenarios have the potential of receiving script information as input and producing computer-generated sequences as output. Application areas include production animation and interactive computer games. In addition, researchers are currently investigating ways of having virtual humans perform complex tasks reliably. 1 Shared Environments Computer-supported collaborative work (CSCW) often involves interaction and discussion about computer-generated information such as models, simulations, annotations, and data accessed in shared virtual environments (VEs). Representations of users by computer-generated characters (avatars) facilitate communication and interaction. An interesting question arises as to what form such avatars should take to best promote life-like and interesting behaviors that mirror the owner, and invoke meaningful and creative responses from other avatars' owners in the virtual world. A shared experience in an artificial computer-generated world implies, in some sense, a belief that the world is real (that is, the suspension of disbelief). It's clear from research to date that creating environments that look real and believable is easier than creating moving characters that look real. Increasing the characters' fidelity doesn't necessarily increase the feeling that their world is real. Engaging users in the tasks required appears to be the first step toward making the interface transparent and enhancing the relationship with other objects or users in the virtual world. Computer-generated games such as "Doom" and the SimNet tank interface 2 both get the user to concentrate on task performance at an early stage. Pausch et al. 3 also reported similar results. Distributed VES Avatars and agents have an interesting relationship. An agent personalizes information. The presence of avatars and agents in the same environment seems a fruitful area for further work. Current evidence suggests that avatars link the user to the virtual world very well initially. But from then on, less sophisticated representations suffice to convey information and facilitate communication—except in application domains where the framework is just as important as the action (for example, when playing tennis in a public forum). However, the tennis players themselves could operate on more basic physical models and representations, since they're concentrating on the task rather than the framework, or the event as a whole. This is probably one reason why computer games succeed. A second aspect of the rapid rate of change is the increasing degree of real-time control passed on to the user or viewer by giving them access to new forms of interactive content. A third aspect is the increasing importance and prominence of the Internet and the facilitation of distributed VEs that Web technology provides. We're thus seeing convergence of content creation and technology delivery as well as a migration of infrastructure technologies down to the Internet. 5, 6 Both these trends increase the relevance and importance of tools and techniques for realistic modeling and movement of human-like characters to populate scenes or represent human users in geographically dispersed places. This Issue This special issue features five articles on computer animation for virtual humans. The first is a survey of virtual humans and the techniques that control the face and body. The article also covers higher level interfaces that allow direct speech input and an examination of issues associated with real-time control. This is particularly important in avatar rehearsal scenarios for animation production, where the director requires characters to interact in real time during the production. In cases where the director shouts "Stop" or "Move now," the real-time constraints are considerable. To provide instantaneous response requires a behavioral model for the characters more sophisticated than currently available. The article by Rose, Bodenheimer, and Cohen presents a technique for interpolating between basis motions derived from annotated motion-capture data or traditional animation. The interpolation is defined over a space of adverbs such as emotional characteristics or physical traits. Radial basis functions and linear regression are used to map a desired point in adverb space to the appropriate combination of basis motions. At runtime, the motion is controlled by a set of parameters called "adverbs" and through a graph of motions (such as walking or running) called "verbs." The graph defines the possible transitions between verbs and how they must be performed. Verbs, adverbs, and verb graphs are defined offline in an authoring system. User annotations place example basis motions along dimensions such as "happiness," or more generally at some point in the adverb space. During a transition between two graph nodes, only a simple blending is performed due to real-time constraints. The authoring system permits the definition of kinematic constraints, allowing, for example, a hand to hold on to a lever during a particular time period (via standard inverse kinematic techniques). Moccozet et al. describe an innovative interactive animation system for building and simulating real-time virtual humans. The system emphasizes aspects of modeling and deformation that increase the realism of virtual humans' appearance. Two applications illustrate the system's usability and performance. The first, virtual tennis, allows two virtual humans to play a game of tennis judged by an autonomous virtual referee. In the second, CyberDance, a real choreographer is linked via sensors to a metallic robot. A further sequence links a real dancer to a virtual one. The article by Brogan, Metoyer, and Hodgins describes two VEs showing novel uses of dynamically simulated characters. The first is a border collie environment, and the second, an Olympic bicycle race. Both examples use dynamically simulated, animated characters in networked VEs, and thus let the user interact intuitively with responsive characters. The article presents a real-time solution with 16 dynamically controlled characters. The system architecture for integrating various components to give the required real-time performance is also a significant contribution. Such an environment can test the hypothesis of whether the generation of complex and interesting behaviors in response to real-time user actions facilitates the user's involvement in the scenarios being simulated. Eisert and Girod present a technique for analyzing video sequences of people's heads and faces. The rigid movement and deformation of the face are estimated from the sequence by combining optical flow techniques with a synthetic 3D model of the person. This leads to a robust and linear algorithm that estimates facial animation parameters with low computational complexity. A multiresolution framework overcomes the restriction of small object motion. A head model constrains the motion and deformation in the face to a set of facial animation parameters defined by the MPEG-4 video standard. This enables a description of both global and local 3D head motion as a function of the unknown facial parameters to be obtained. The Way Forward This issue presents significant and important developments of computer animation for virtual humans, particularly in the context of networked environments with distributed users. These developments have great potential as technologies converge and tools for content creation become increasingly synergetic with those for shared environments and interaction. Content scripts need high-level tools for translation into life-like and realistic behaviors of computer-generated characters capable of emotional responses (just as real actors do). In turn, this will engage users and achieve the same levels of satisfaction and enablement in shared applications as users currently do with entertainment applications. We acknowledge input received from David Leevers, chair of the European Commission special interest group on distributed environments (SID) Chain on Telepresence and Shared Virtual Environments. Work in progress and current documents may be found at http://www.infowin.org/acts/analysys/concertation/chains/si/home/ch_sid/. This Web site also contains a proposed Reference Model for Telepresence and Shared Virtual Environments. A list of Virtual Human Web pointers may be found at http://www.cis.upenn.edu/badler/vhlist.html/. References
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