Abstract:
This study presents a workflow for creating immersive virtual environments for tacit knowledge transfer. The main focus is on gestures, which are related to skill, perfor...Show MoreNotes: As originally published there is an error in this document. Author name "A. Human Esmaeili" on the document submitted for publication was instead intended to be "Human Esmaeili," as noted here. The metadata record has been updated to reflect the correct name but the PDF remains unchanged.
Metadata
Abstract:
This study presents a workflow for creating immersive virtual environments for tacit knowledge transfer. The main focus is on gestures, which are related to skill, performance, or physical emotion (not facial) e.g. sports, martial arts, playing instruments, acting, etc. The initial idea behind this design is to provide a virtual practice environment mainly for actors in order to learn new gestures or moves. However, this virtual environment can also be used by many other target audiences based on their needs. Sometimes, ambiguity is part of knowledge transfer and becomes more salient or critical when it comes to tacit knowledge, especially at early stages of transfer. Performance while maintaining believable gesture is a must have requirement for actors. Visual references (mainly video in absence of trainer) are commonly used by actors in order to learn specific moves or gestures. However, videos are limited to 2D screen view (even if stereoscopic or 360°) and do not provide chance of studying a freezing moment from all angles, simultaneously. Although this can be partly mimicked using multi-camera rig, it is still limited to the number of shots taken and only provides a linear frame sequence (mostly used as VFX). Immersive virtual environments not only eliminate this limitation but also provide one to one scale experience. In this study, the process of creating such environment is discussed in detail. This includes planning, concept design, selecting tools, establishing the environment, properly selecting or creating the virtual character(s), capturing the motion or using existing ones from different Mocap libraries, actor's interaction with VR equipment, user experience, etc. In addition to studying reference moves and gestures (frame by frame and from any angle), the user is able to observe his/her performance in VR. This can be achieved using motion capture cameras installed at the practice location. The captured content is later assigned to the user's virtual r...
Notes: As originally published there is an error in this document. Author name "A. Human Esmaeili" on the document submitted for publication was instead intended to be "Human Esmaeili," as noted here. The metadata record has been updated to reflect the correct name but the PDF remains unchanged.
Date of Conference: 31 October 2017 - 04 November 2017
Date Added to IEEE Xplore: 26 April 2018
ISBN Information:
Electronic ISSN: 2474-1485