In-World Interface for Generated Avatar Movements
In-World Interface for Generated Avatar Movements
批准号:
518062-2017
负责人:
Lantin, Maria
金额:
$1.82万
依托单位国家:
加拿大
项目类别:
Applied Research and Development Grants - Level 1
财政年份:
2017
资助国家:
加拿大
项目状态:
已结题
起止时间:
2017-01-01 至 2018-12-31
中文摘要
艾米丽·卡尔艺术设计大学正在与Anomotion Interactive Inc.合作,设计一种在虚拟现实(VR)环境中创建和链接动作序列的交互方法。Anomotion创建了一个在游戏中链接动作序列的系统。这些手动或使用动作捕捉技术记录的序列,可以使用机器学习算法链接起来,这种算法在序列之间架起了移动的桥梁--例如,当在白板上的一个部分写到另一个部分时,然后坐下来。当几个动作序列链接在一起时,游戏场景可以由化身实时操作,使用更少的运动伪像可能会让游戏用户摆脱沉浸。艾米莉·卡尔大学将与Anomotion合作创建一个运动和语音界面,用于记录运动序列和创建运动序列链。该界面将在虚拟现实(VR)环境中使用,并将利用直观的手势和语音命令来触发动作(“在这里写在白板上”)和链接(“然后系好你的鞋子”)。其他命令将编辑序列(插入、删除、加长),并通过模仿或木偶表演创建新的动作。这个新的界面将提供多种功能,包括快速录制游戏切换场景和测试潜在的游戏场景。界面将为虚幻引擎和HTC Vive虚拟现实耳机设计。将尽可能采用模块化编码做法,以确保今后将该接口移植到其他平台。
英文摘要
Emily Carr University of Art + Design is partnering with Anomotion Interactive Inc. to design an interaction method for the creation and chaining of movement sequences in a virtual reality (VR) environment.Anomotion has created a system for chaining movement sequences in a game. These sequences, recorded manually or using motion capture technology, can be chained using a machine learning algorithm which bridges movements between sequences -- for example when writing on one part of the white board to another, then sitting down. When several motion sequences are chained, a game scene can be acted by an avatar, in real-time, with fewer movement artifacts that might bring a game user out of immersion.Emily Carr University will work with Anomotion to create a movement and voice interface for the recording of movement sequences and the creation of movement sequence chains. This interface will be used in a virtual reality (VR) environment and will make use of intuitive gestures and voice commands to trigger movements ("write on the white board, here") and chaining (", then tie your shoe"). Other commands will edit the sequences (insert, delete, lengthen) and create new movements through mimicry or puppeteering. This new interface will serve multiple functions, including quick recording of game cut scenes and testing of potential in-game scenarios.The interface will be designed for the Unreal Engine and the HTC Vive virtual reality headset. As much as possible, modular coding practices will be used to ensure future porting of the interface to other platforms.
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