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Using Facial Animation to Increase the Enfacement Illusion and Avatar Self-Identification.
IEEE Transactions on Visualization and Computer Graphics ( IF 5.2 ) Pub Date : 2020-02-13 , DOI: 10.1109/tvcg.2020.2973075
Mar Gonzalez-Franco , Anthony Steed , Steve Hoogendyk , Eyal Ofek

Through avatar embodiment in Virtual Reality (VR) we can achieve the illusion that an avatar is substituting our body: the avatar moves as we move and we see it from a first person perspective. However, self-identification, the process of identifying a representation as being oneself, poses new challenges because a key determinant is that we see and have agency in our own face. Providing control over the face is hard with current HMD technologies because face tracking is either cumbersome or error prone. However, limited animation is easily achieved based on speaking. We investigate the level of avatar enfacement, that is believing that a picture of a face is one's own face, with three levels of facial animation: (i) one in which the facial expressions of the avatars are static, (ii) one in which we implement lip-sync motion and (iii) one in which the avatar presents lip-sync plus additional facial animations, with blinks, designed by a professional animator. We measure self-identification using a face morphing tool that morphs from the face of the participant to the face of a gender matched avatar. We find that self-identification on avatars can be increased through pre-baked animations even when these are not photorealistic nor look like the participant.

中文翻译:

使用面部动画增加表面虚幻和头像的自我识别。

通过虚拟现实(VR)中的化身体现,我们可以实现一种幻觉,即化身正在代替我们的身体:化身在移动,并且从第一人称视角观察。但是,自我识别是将表征识别为自己的过程,因此提出了新的挑战,因为一个关键的决定因素是我们看到并拥有代理权。当前的HMD技术很难提供对面部的控制,因为面部跟踪既麻烦又容易出错。但是,基于讲话很容易实现有限的动画。我们调查化身的表面化程度,即认为一张脸的图片是一个人自己的脸,并具有三个级别的面部动画:(i)其中化身的面部表情是静态的,(ii)一种是我们实施口型同步运动的设备;(iii)一种是化身呈现由专业动画师设计的口型同步设备,以及带有眨眼的其他面部动画。我们使用从参与者的脸部到性别匹配的化身的脸部变形的脸部变形工具来测量自我识别。我们发现通过预烘焙的动画可以增加对化身的自我识别,即使这些动画不是真实感也不像参与者一样。
更新日期:2020-04-22
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