Generating head-eye movement for virtual actor

Generating head-eye movement for virtual actor
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DOI:
10.1002/scj.20513
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发表时间:
2006
期刊:
Systems and Computers in Japan
影响因子:
--
通讯作者:
Soh Masuko;Junichi Hoshino
Soh Masuko;Junichi Hoshino
中科院分区:
其他
文献类型:
--
作者:
Soh Masuko;Junichi Hoshino

文献摘要

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视频和游戏等多媒体内容通常包括动画,其中虚拟演员参与对话。在构建这样的动画时,需要考虑许多因素,例如话语的内容和对话的状态,这需要大量的时间和劳动。为了解决这个问题,本文提出了一种方法,通过该方法可以以简单的方式生成虚拟演员的头部和眼睛的运动,与会话同步。在这种方法中,视线角度被定义为头部和眼睛旋转的总和。一个共享的运动机制被认为是头和眼睛的旋转的比例是动态调整,根据视线方向,从而产生的头部和眼睛的复合运动。让生成头部和眼睛运动的两个模块共享相同的会话状态,生成与会话同步的头部和眼睛运动。最后,应用所提出的方法,并演示了与会话同步的虚拟演员的动画。© 2006 Wiley Periodicals,Inc. Syst Comp Jpn,37(12):33-44,2006;在线发表于Wiley InterScience(www.interscience.wiley.com)。DOI 10.1002/scj.20513
Multimedia content such as videos and games often includes animation, in which virtual actors engage in conversations. In constructing such an animation, there are many factors to be considered, such as the content of the utterance and the state of conversation, which necessitates a large amount of time and labor. To deal with this problem, this paper presents a method by which the head and eye movements of the virtual actor can be generated in a simple way, synchronized with the conversation. In this method, the view line angle is defined as the sum of the head and eye rotations. A shared motion mechanism is considered in which the ratio of the head and eye rotations is dynamically adjusted according to the view line direction, so that a composite movement of the head and eyes is generated. Letting the two modules generating the head and the eye movements share the same conversation state, head and eye movements synchronized with the conversation are generated. Finally, the proposed method is applied, and the animation of a virtual actor synchronized with the conversation is demonstrated. © 2006 Wiley Periodicals, Inc. Syst Comp Jpn, 37(12): 33–44, 2006; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/scj.20513