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Acting the part: the role of gesture on avatar identity

Published: 06 November 2014 Publication History

Abstract

Recent advances in scanning technology have enabled the widespread capture of 3D character models based on human subjects. However, in order to generate a recognizable 3D avatar, the movement and behavior of the human subject should be captured and replicated as well. We present a method of generating a 3D model from a scan, as well as a method to incorporate a subjects style of gesturing into a 3D character. We present a study which shows that 3D characters that used the gestural style as their original human subjects were more recognizable as the original subject than those that don't.

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  • (2017)Effects of personalized avatar texture fidelity on identity recognition in virtual realityProceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments10.5555/3298830.3298849(97-100)Online publication date: 22-Nov-2017
  • (2017)Generating Virtual Avatars with Personalized Walking Gaits using Commodity HardwareProceedings of the on Thematic Workshops of ACM Multimedia 201710.1145/3126686.3126766(219-227)Online publication date: 23-Oct-2017
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cover image ACM Conferences
MIG '14: Proceedings of the 7th International Conference on Motion in Games
November 2014
184 pages
ISBN:9781450326230
DOI:10.1145/2668064
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 06 November 2014

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Author Tags

  1. 3D
  2. animation
  3. avatar
  4. gesture
  5. simulation

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  • Research-article

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MIG '14
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MIG '14: Motion in Games
November 6 - 8, 2014
California, Playa Vista

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Overall Acceptance Rate -9 of -9 submissions, 100%

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Cited By

View all
  • (2019)On Vision-Based Human-Centric Virtual Character DesignHuman Performance Technology10.4018/978-1-5225-8356-1.ch094(1897-1923)Online publication date: 2019
  • (2017)Effects of personalized avatar texture fidelity on identity recognition in virtual realityProceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments10.5555/3298830.3298849(97-100)Online publication date: 22-Nov-2017
  • (2017)Generating Virtual Avatars with Personalized Walking Gaits using Commodity HardwareProceedings of the on Thematic Workshops of ACM Multimedia 201710.1145/3126686.3126766(219-227)Online publication date: 23-Oct-2017
  • (2017)Model-based generation of personalized full-body 3D avatars from uncalibrated multi-view photographsMultimedia Tools and Applications10.1007/s11042-016-3808-176:12(14169-14195)Online publication date: 1-Jun-2017
  • (2017)Motion recognition of self and others on realistic 3D avatarsComputer Animation and Virtual Worlds10.1002/cav.176228:3-4Online publication date: 21-May-2017
  • (2016)On Vision-Based Human-Centric Virtual Character DesignIntegrating Cognitive Architectures into Virtual Character Design10.4018/978-1-5225-0454-2.ch001(1-34)Online publication date: 2016
  • (2016)The effect of operating a virtual doppleganger in a 3D simulationProceedings of the 9th International Conference on Motion in Games10.1145/2994258.2994263(167-174)Online publication date: 10-Oct-2016

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