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Online Face Avatar Motion Control based on Face Tracking

  • Wei, Li;Lee, Eung-Joo
    • 한국멀티미디어학회논문지
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    • 제12권6호
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    • pp.804-814
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    • 2009
  • In this paper, a novel system for avatar motion controlling by tracking face is presented. The system is composed of three main parts: firstly, LCS (Local Cluster Searching) method based face feature detection algorithm, secondly, HMM based feature points recognition algorithm, and finally, avatar controlling and animation generation algorithm. In LCS method, face region can be divided into many small piece regions in horizontal and vertical direction. Then the method will judge each cross point that if it is an object point, edge point or the background point. The HMM method will distinguish the mouth, eyes, nose etc. from these feature points. Based on the detected facial feature points, the 3D avatar is controlled by two ways: avatar orientation and animation, the avatar orientation controlling information can be acquired by analyzing facial geometric information; avatar animation can be generated from the face feature points smoothly. And finally for evaluating performance of the developed system, we implement the system on Window XP OS, the results show that the system can have an excellent performance.

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3D 아바타의 실시간 체형 변형에 관한 연구 - 메쉬모핑 기법을 이용한 아바타 및 아이템의 체형변형 (A Study on Realtime Mesh Deformation of 3D Avatar Body)

  • 신인섭
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.688-692
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    • 2008
  • 3차원 아바타 시스템에서 아이템들은 아비타의 체형마다 맞춰서 제작하여야 한다. 이러한 제작방식은 사업적인 측면에서 불리한점이 클 뿐만 아니라, 서비스하는 아바타의 체형, 종류와 같은 다양성 측면에서도 소비자의 욕구를 만족하기 어렵다. 다양한 체형의 아비타를 서비스하기 위해 제작해야 할 작업량은 기하급수적으로 늘어날 수밖에 없다. 본 연구는 아바타의 제형을 최소한의 데이터 제작으로 표현가능 하도록 메쉬모핑(mesh morphing) 기법을 활용한 3D 아바타 체형변형방법에 관한 것이다. 아바타의 기본제형과 변형될 체형을 토대로 실시간으로 표현할 수 있는 중간체형을 생성하는 방법과 기본체형에 맞게 제작된 의상, 헤어스타일, 신발 등 아바타 아이템 들을 중간체형에 맞도록 자동으로 변형하는 방법을 소개한다. 제시한 방법을 이용하면, 새로운 체형의 아바타를 도입하더라도 기 제작된 아이템들의 추가 제작 없이 새로운 체형에 맞는 아이템을 서비스할 수 있음을 보여준다. 또한 새로운 체형의 표현 방법이 실시간으로 적용할 수 있는 방직임을 보여준다.

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가상의 아바타와 악수 시 아바타의 인지와 관련된 뇌 메커니즘 - 선행연구 (Brain Mechanisms about cognition a virtual avatar when we shake hands with the virtual avatar ; a preliminary study)

  • 이형래;구정훈;이원호;한기완;박진식;김재진;김인영;김선일
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.651-655
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    • 2008
  • 가상현실은 감각기관(시각, 청각, 촉각)에 전달하는 정보를 조작하여 실제적인 가상의 3차원환경을 사용자에게 제공한다. 최근에는 가상현실은 아바타라는 객체의 등장으로 단순히 사용자에게 가상의 공간을 제공하는 것을 넘어서 가상의 공간에서 타인을 대변하는 아바타와 여러 상호작용을 통해서 또 다른 하나의 가상의 사회를 제공할 수 있는 도구로 자리 잡고 있다. 실제 사회에서의 사회적인 관계에서는 타인과 직접적인 상호작용이 많이 발생하게 되는데, 기존의 연구들은 아바타와 실제적인 상호작용을 하는 환경이 아니었다. 따라서, 본 연구에서는 가상의 아바타와 실제로 상호작용을 할 때 아바타를 어떻게 인지하는 지를 알아보기 위해서 가상환경에서 아바타를 만나서 악수를 청하였을 때 아바타가 악수를 받아들이거나 거절하는 환경을 구현하여 뇌 기능영상 연구를 수행하였다. 아바타의 행동이 어떠한 느낌을 주었는지를 알아본 설문지 결과에서 악수를 받아이들인 아바타에 대해서는 긍정적이고, 적절한 행동을 한다고 받아들인 반면, 악수를 거부한 아바타 에서는 나에게 부정적인 감정을 가기고 있고 거부하고 있다고 피험자가 인식한 것으로 나타났다. 뇌 기능영상 분석 결과 상대 아바타가 악수를 받아준 경우와 거절한 경우 공통적으로 the primary visual area, the visual association area, the SMA, the premotor area과 the cerebellum등의 영역에서 뇌 활성화가 나타났다. 설문결과와 fMRI 분석 결과 이는 피험자가 아바타를 나와 구별되는 사회적인 객체로 인지하였고, 아바타의 동작도 사회적 의미가 있는 동작으로 받아 들였다는 것을 의미한다. 다르게 말해 가상의 아바타가 행동을 통해서 사회적 context 뿐만 아니라 감정도 전달이 가능하다는 것을 의미한다. 본 연구는 fMRI 환경에서 실제로 상호작용이 가능한 환경에서 아바타의 행동에 대한 사용자의 인지를 알아보았다는 것에 의의가 있다고 하겠다.

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아바타 로봇을 위한 3지 로봇 손과 손 자세 맵핑 알고리즘 (3-Finger Robotic Hand and Hand Posture Mapping Algorithm for Avatar Robot)

  • 김승연;성은호;박재흥
    • 로봇학회논문지
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    • 제17권3호
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    • pp.322-333
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    • 2022
  • The Avatar robot, which is one of the teleoperation robots, aims to enable users to feel the robot as a part of the body to intuitively and naturally perform various tasks. Considering the purpose of the avatar robot, an end-effector identical to a human hand is advantageous, but a robotic hand with human hand level performance has not yet been developed. In this paper we propose a new 3-finger robotic hand with human-avatar hand posture mapping algorithm which were integrated with TOCABI-AVATAR, one of the teleoperation system. Due to the flexible rolling contact joints and tendon driven mechanism applied to the finger, the finger could implement adaptive grasping and absorb the impact force caused by unexpected contacts. In addition, human-avatar hand mapping algorithm using five calibration hand postures propose to compensate physical differences between operators. Using the TOCABI-AVATAR system with the robotic hands and mapping algorithm, the operator can perform 13 out of 16 hand postures of grasping taxonomy and 4 gestures. In addition, using the system, we participated in the ANA AVATAR XPRIZE Semi-final and successfully performed three scenarios which including various social interactions as well as object manipulation.

가상아바타에 따른 가상의복의 비교평가 (Comparative Assessment of Virtual Garments using Direct and Manual Avatars)

  • 임호선
    • 복식문화연구
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    • 제19권6호
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

Action-Based Audit with Relational Rules to Avatar Interactions for Metaverse Ethics

  • Bang, Junseong;Ahn, Sunghee
    • 스마트미디어저널
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    • 제11권6호
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    • pp.51-63
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    • 2022
  • Metaverse provides a simulated environment where a large number of users can participate in various activities. In order for Metaverse to be sustainable, it is necessary to study ethics that can be applied to a Metaverse service platform. In this paper, Metaverse ethics and the rules for applying to the platform are explored. And, in order to judge the ethicality of avatar actions in social Metaverse, the identity, interaction, and relationship of an avatar are investigated. Then, an action-based audit approach to avatar interactions (e.g., dialogues, gestures, facial expressions) is introduced in two cases that an avatar enters a digital world and that an avatar requests the auditing to subjects, e.g., avatars controlled by human users, artificial intelligence (AI) avatars (e.g., as conversational bots), and virtual objects. Pseudocodes for performing the two cases in a system are presented and they are examined based on the description of the avatars' actions.

애니메이션 산업의 대안적 연구 - 아바타 서비스의 소비자 고착화(lock-in) 전략을 중심으로 (An alternative way of Animation Industry : Focusing on Avatar sevice's Lock-in Effect)

  • 한창완
    • 만화애니메이션 연구
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    • 통권6호
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    • pp.152-171
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    • 2002
  • This study analyses the avatar service, which is recognized as an alternative strategy of animation industry. The research questions of this study are following: (1) How have the avatar services been developed and what are the present dominant types? (2) Which structural characteristics of e-business environment are needed for the success of avatar services? (3) What is the economic characteristics of avatar business model? To solve these research questions, the basic conditions and the structural characteristics of avatar services have been investigated. In the first place, two forms of avatar service are classified. One is the internet service site whole primary service is to provide chatting service based on avatar service. The other is the portal site in which many kinds of products and services are presented as bundles to meet the needs of internet users. So avatar service is one of bundles which those portal sites are providing with. In this study, the big five internet service sites are selected based on the profits they earned through the sales of avatar service. The result of analysis is that the pricing strategy of those big five sites is very different from those of traditional off-line markets. The pricing mechanism are based on the value which internet users endow with the avatar items, not based on the costs of making the products. Avatar is the representative informative goods. The informative goods have the original cost structures, constant fixed costs and zero marginal costs, so the providers of avatar services make much of the subjective values of consumers. The sayclub, which is the most successful avatar service site and earn the average sales of 3 billing won a month, takes the aggressive strategy of pricing avatar items at highest price in the industry. The avatar service providers which make lots of profits are planning of making differentiate the services, introducing well-known brand items and star-named items. Nevertheless, the fact that the members of the sayclub are not decreasing means that the network effect of the site is so strongly manifest. Moreover, the costs the members have paid for the avatar items are so big not as to switch from one site to the other site, it can be very costly. These switching costs are endemic in high-technology industries and digital contents industries. It can be so large that switching suppliers is virtually unthinkable, a situation known as 'lock-in'. When switching costs are substantial, competition can be intense to attract new customers, since, one they are locked in, they can be a substantial source of profit. The consumers of avatar items have switching costs if they subscribe for the new avatar service site. The switching costs can be subscription costs as well as the costs of giving up the items they already paid for. One common example of switching costs involves specialized supplies, as with inkjet printer cartridges. In this example, the switching cost is the purchase of a new printer. The market is competitive ex ante, but since cartridges are incompatible, it is monopolized dx post. So the providers of printer/cartridges set pricing printer so cheap and cartridges expensive. On the contrary, since the avatar service can be successful with the strong network effect, the providers of avatar services have to compete aggressively for new customers. So they allow the subscription at a low price(almost marginal cost) in the early market. The network effect can be maximized when the members are sufficiently growing. The providers which have the monopoly power with sufficient subscribers. begin to raise the prices over the lifetime of the product and make profits.

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19~59세 성인여성과 비교한 가상인체의 부위별 치수분석 (A Study on the Reality of Avatar Sizes Comparing with Body Sizes of Women Aged 19 to 59)

  • 강여선
    • 한국의류학회지
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    • 제38권6호
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    • pp.896-912
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    • 2014
  • This study analyzed the reality of avatar size when it was automatically changed by different height and waist circumference inputs. This study focused on analyzing 22 of 28 avatar parts created by the 3D Clo virtual fitting program, based on the height and 'waist circumference of 2,247 woman samples from the $6^{th}$ Size Korea survey data. The 'waist back L'. and 'bishoulder L'. of the avatars were shorter than the bodies; however, the avatars' 'waist H'. and 'arm L'. were longer. Differences between the avatar and body increased in the taller groups. The body proportion of tall avatars was more distorted than small avatars. There were also some exaggerations in some circumferences. The 'bust C'. of the avatar was larger in the group with thin upper torsos; however, the 'hip C'. and 'upper arm C'. were larger in the group with thick upper torsos. The avatar torso silhouette of each somatotype was not representative of the real body silhouette as the 'hip C'. and 'bust C'. always increased together.

아바타 꾸미기 동기유형과 관련 변수에 관한 연구 -대구.경북지역 대학생을 중심으로- (A study of the determinants according to Avatar using motive)

  • 이현정;유두련
    • 한국생활과학회지
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    • 제16권2호
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    • pp.299-313
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    • 2007
  • The purposes of this study were to find the actual condition about decoration of avatar systematically, classify each motive, considering the variety of the motive for avatar, and to analyse the important variables that they have an effect on Avatar using motive. The results were as follows; First, in result executing the factor analysis about the features of Avatar using motive, it revealed the factors like 'Pleasure-oriented', 'Other-oriented', 'Superiority-oriented' and "Individual expressive-oriented" motive. Second, the users on the basis of the Avatar using motive were divided into four groups respectively, that is 'Multipurpose purchasing group', 'Superiority group', 'Individual expressive group' and 'Passive-purpose group'. The most numbers of the respondent were belong to 'Multipurpose chasing group (N=179). On the other hands, the least numbers of the respondent were belong to 'Individual expressive group (N=93). Third, it was conducted by the crossing analysis and ANOVA about the consumer's group. And the result showed the significant difference in Avatar adornment experience, consuming expense, possession item's number, gender, age, friend, mass media and self esteem.

대칭형 자유동작에 의한 3D 아바타 실시간 제어 알고리즘 (An algorithm for real-time control of a 3D avatar by symmetry-formed motions)

  • 장희동
    • 한국게임학회 논문지
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    • 제3권2호
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    • pp.24-29
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    • 2003
  • The market of digital avatar with internet and digital technology is increasing rapidly. The users want to express any free-formed motion of their avatars in the cyber space. The user s motion capturing method as the avatar's motion can express any free-formed motion of the avatar in real-time but the methods are expensive and inconvenient. In this paper, we proposed a new method of expressing any free-formed motion of the avatar in real-time. The proposed method is an algorithm for real-time control of a 3D avatar in symmetry-formed free motion. Specially, the algorithm aims at the motion control of a 3D avatar for online dancing games. The proposed algorithm uses the skeleton character model and controls any one of two hands of the character model by a joystick with two sticks. In the symmetry-formed motion, the position and orientation of one hand can determine the position and orientation of the other hand. And the position and orientation of a hand as an end-effector can determine the pose of the arm by Inverse Kinematics. So the algorithm can control the symmetry-formed free motions of two arms by one joystick with two sticks. In the dance game, the algorithm controls the arm motion by the joystick and the other motion by the motion captured DB.

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