{"title":"Head Motion Synthesis of Human-Like Virtual Person in an Inactive Mode","authors":"M. Kocon","doi":"10.1109/MMAR.2018.8486142","DOIUrl":null,"url":null,"abstract":"At present, in human–machine interaction systems, communication may be realized with the visual representation of a person. The use of human visualization requires human mechanisms of movement and social behaviour analysis. Naturally, the human body is in subtle motion. These small changes in body position are unintentional and in most cases involuntary. In the simulation of a virtual person, this type of motion can provide pseudo human behaviour. Therefore the paper addresses the problem of simulating human head idle gestures for avatars. The idle mode is introduced in order to increase the realism of the avatar's behaviour. The proposed mode involves the situation when the avatar is waiting for external events and can eliminate the frozen state of the character.","PeriodicalId":201658,"journal":{"name":"2018 23rd International Conference on Methods & Models in Automation & Robotics (MMAR)","volume":"130 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 23rd International Conference on Methods & Models in Automation & Robotics (MMAR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MMAR.2018.8486142","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
At present, in human–machine interaction systems, communication may be realized with the visual representation of a person. The use of human visualization requires human mechanisms of movement and social behaviour analysis. Naturally, the human body is in subtle motion. These small changes in body position are unintentional and in most cases involuntary. In the simulation of a virtual person, this type of motion can provide pseudo human behaviour. Therefore the paper addresses the problem of simulating human head idle gestures for avatars. The idle mode is introduced in order to increase the realism of the avatar's behaviour. The proposed mode involves the situation when the avatar is waiting for external events and can eliminate the frozen state of the character.