Control and Coordination of Head, Eyes, and Facial Expressions of Virtual Actors in Virtual Environments

1996 ◽  
Vol 5 (4) ◽  
pp. 402-415
Author(s):  
Sunil K. Singh ◽  
Steven D. Pieper ◽  
Jethran Guinness ◽  
Dan O. Popa

This paper addresses the modeling and computational issues associated with the control and coordination of head, eyes, and facial expressions of virtual human actors. The emphasis, as much as possible, is on using accurate physics-based computations for motion computation. Some key issues discussed in this work include the use of kinematics and inverse kinematics, trajectory planning, and the use of finite element methods to model soft tissue deformations.

2014 ◽  
Vol 511-512 ◽  
pp. 561-564
Author(s):  
Ji Bo Li ◽  
Wei Ning Ni ◽  
San Guo Li ◽  
Zu Yang Zhu

Pressure resistant performance of Measure While Drilling (MWD) microchip tracer to withstand the harsh downhole environment is one of the key issues of normal working. Therefore, it is an effective way to analyze pressure resistant performance of the tracer in the design phase. Compressive strength of the tracer was studied based on finite element method. Considering downhole complexity and working conditions during the processing of tracer roundness, material non-uniformity and other factors. In this study, researchers took sub-proportion failure criterion to determine the failure of tracer. Simulation results of two structures, with pin and without pin, show that both structures met the requirement of downhole compressive strength, and the structure with pin was better than the structure without pin. This study provides basis for downhole application of microchip tracers.


Author(s):  
Thomas Schmieder ◽  
Robert J. Wierzbicki

With advanced technology there are new possibilities to interact in virtual environments. Game players are being given more and more new opportunities to intervene as avatars in what is happening in the game, take on roles, and alter the flow of the stories. Through the interaction of many users new storylines and plot constructs are developed, which demonstrate many typical characteristics of modern dramas which are performed in real theatres – the plot is, for example, non-linear and attention is no longer paid to uniting time, place, and plot. These digital “performances” differ greatly from plays performed on real stages, however they are programmed as computer games with the result that the plot must fit into a pre-defined interaction pattern. The players are not casted like real actors. They step out onto the virtual stage as non-trained avatar actors and apart from the usual help options there is initially no director to instruct them. Also, the actions of the virtual actors are not foreseeable and the stories told have no distinct dramatic composition. One of the challenging problems of tomorrow’s iTV is how to generate a digital drama that looks like a real movie but which emerges out of the interaction of many users. The problem of actors’ credibility has been widely discussed in the relevant literature, however only in the context of the traditional theatre play. This chapter describes the concept of a future digital drama and investigates some fundamental aspects of acting in digital environments. The focus is put on the “competitive acting”, a new paradigm for digital stage plays of the future which combine drama with interaction-driven dialogue and action elements in converged media.


2013 ◽  
Vol 461 ◽  
pp. 618-622
Author(s):  
Chuan Wan ◽  
Yan Tao Tian

Affective computing is an indispensable aspect in harmonious human-computer interaction and artificial intelligence. Making computers have the ability of generating emotions is a challenging task of affective computing. Affective Computing and Artificial Psychology are new research fields that involve computer and emotions, they have the same key research aspect, affective modeling. The paper introduces the basic affective elements, and the representation of affections in a computer. And we will describe an emotion generation model for a multimodal virtual human. The relationship among the emotion, mood and personality are discussed, and the PAD emotion space is used to define the emotion and the mood. We obtain the strength information of each expression component through fuzzy recognition of facial expressions based on Ekman six expression classifications, and take this information as a signal motivating emotion under the intensity-based affective model. Finally, a 3D virtual Human head with facial expressions is designed to show the emotion generation outputs. Experimental results demonstrate that the emotion generation intensity-based model works effectively and meets the basic principle of human emotion generation.


Author(s):  
Kevin N. Chiu ◽  
Mark D. Fuge

Abstract From engineering analysis and topology optimization to generative design and machine learning, many modern computational design approaches require either large amounts of data or a method to generate that data. This paper addresses key issues with automatically generating such data through automating the construction of Finite Element Method (FEM) simulations from Dirichlet boundary conditions. Most past work on automating FEM assumes prior knowledge of the physics to be run or is limited to a small number of governing equations. In contrast, we propose three improvements to current methods of automating the FEM: (1) completeness labels that guarantee viability of a simulation under specific conditions, (2) type-based labels for solution fields that robustly generate and identify solution fields, and (3) type-based labels for variational forms of governing equations that map the three components of a simulation set — specifically, boundary conditions, solution fields, and a variational form — to each other to form a viable FEM simulation. We implement these improvements using the FEniCS library as an example case. We show that our improvements increase the percent of viable simulations that are run automatically from a given list of boundary conditions. This paper’s procedures ultimately allow for the automatic — i.e., fully computer-controlled — construction of FEM multi-physics simulations and data collection required to run data-driven models of physics phenomena or automate the exploration of topology optimization under many physics.


Author(s):  
H. Lan ◽  
A. M. Al-Jumaily ◽  
A. Lowe

The human upper arm is simulated using a nonlinear geometrical and physical model. To create a more realistic simulation, the geometry of the model is based on the visible human body dataset. The model consists of four parts, humerus, brachial artery, muscle, and other soft tissues. All the materials used in this model are assumed to be incompressible and hyperelastic. The unique properties of each material are specified and described. Incorporating all of these facts, a finite element model is developed using the commercial programme ABAQUS®. The upper arm tissues’ deformations and artery collapse process under compression are simulated in this model. The proposed model has the potential to simulate the tissue deformations under inflatable cuffs exposed to arm movements.


Author(s):  
Suvranu De ◽  
Yi-Je Lim

The requirement of real time performance, crucial to multimodal surgical simulations, imposes severe demands in terms of computational efficiency. A physics-based meshfree computational technique known as the Point-Associated Finite Field (PAFF) approach has been developed to circumvent many outstanding problems associated with traditional mesh-based computational schemes and has been applied in this paper to the modeling of geometrically nonlinear tissue deformations. The technique is based on a novel combination of multiresolution approach coupled with a fast reanalysis scheme in which the response predicted by an underlying linear PAFF model is enhanced in the local neighborhood of the surgical tool-tip by a nonlinear model. We present performance comparisons of PAFF with traditional finite element models.


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