4,550 research outputs found
Aplikasi Virtual Character Untuk Simulasi Virtual Map Pada Gedung P Lantai 2 UK. Petra
Development and competition in Indonesian University is extremely tight. Petra Christian University is also a University\u27s with long-standing and well known to many people in Indonesia. Prospective students would like to see more clearly the shape, structure and atmosphere held at the University. Thus someone created a virtual map for Petra Christian University building by using a Head-Mounted Display Oculus Rift to display a simulation of the map Petra Christian University building. But the virtual map that has been created earlier is simply an empty simulation maps that contain only furniture - furniture and does not contain a virtual character, so that the simulation does not have any college atmosphere. So it was decided to implement a virtual character in a map that looks like a real simulation using a rule-based system.In the development of prior research program conducted every object in the form of the building, so hopefully the results obtained could resemble its original state. Giving materials to the models at the Unity are expected match the colors of the original state. Giving collision features intended to make the user cannot penetrate what as original state.Results on this program, the position and shape of character object in the building resemble the original state that existed at Petra Christian University. Time constraints in making become a major factor, so it\u27s cannot make the character more in detail. The whole room and the character of the building P 2nd floor has been made, there are only a few sections still incomplete, example on the large staircase of the building P and other small parts. Disadvantages of this program require computer high specification enough to run the program. This is because the resulting resolution on this program can be fairly large
Rule-based lip-syncing algorithm for virtual character in voice chatbot
Virtual characters changed the way we interact with computers. The underlying key for a believable virtual character is accurate synchronization between the visual (lip movements) and the audio (speech) in real-time. This work develops a 3D model for the virtual character and implements the rule-based lip-syncing algorithm for the virtual character's lip movements. We use the Jacob voice chatbot as the platform for the design and implementation of the virtual character. Thus, audio-driven articulation and manual mapping methods are considered suitable for real-time applications such as Jacob. We evaluate the proposed virtual character using hedonic motivation system adoption model (HMSAM) with 70 users. The HMSAM results for the behavioral intention to use is 91.74%, and the immersion is 72.95%. The average score for all aspects of the HMSAM is 85.50%. The rule-based lip-syncing algorithm accurately synchronizes the lip movements with the Jacob voice chatbot's speech in real-time
Virtual Character for Batik's Dress Fashion Show
The promotion of batik over the internet is new alternative of promoting batiks, due
to not yet implementation of virtual batik it encourage the development of character
that be able help batik's entrepreneur promoting their craft. Thus generating model
from VRML for graphic objects makes model construction in simplest way. This
study objective was to determine the implication of implementation of virtual batik
and their measurement for six criteria of evaluation which is including their
movement, position, figure, interface, user interaction and texture. In details, the
method are used based on the adaptive software development whereby including
also step by step stage flow. At beginning the phase involved are analysis phase
whereby the gathering information and problem analysis. Thus the development
phase involved which is construction themodel from the sketch, image texturing and
VRML coding. At lastthe final product is tested in Testing andEvaluation Phase.
Results from Virtual Character of Batik's Dress Show Fashion questionnaires are
distributed over 30 respondents to support few evaluations. User could commend
and give feedback based on characters movement, figure, interface, user interaction,
position and texture. From the survey itself it shows that 63% agree with this new
alternative to be implemented meanwhile the rest are not muchagree. Sothat, it can
be said the significant changes in character with the major additional features and
tools does influence the implementation of virtual batik over the internet
Interacting with a gaze-aware virtual character
In this paper, we present the user’s attentive state interpreted through eye gaze while interacting with a virtual character. The underlying narrative in which the approach was tested is based on a classical XIX th century psychological novel: Madame Bovary, by Flaubert. We connected a remote eye tracker with a dynamic 3D world. An empirical study revealed individual user experiences and behavioral patterns. In particular, we identified two different groups of users: one that was showing natural eye gaze behaviors with rhythmic eye gaze shifts between the characters ’ eyes, face and the scene and another one permanently staring at the character. Interestingly, the group with more natural behaviors towards the character also rated the experience with the system more positively
Integrating internal behavioural models with external expression
Users will believe in a virtual character more if they
can empathise with it and understand what ‘makes it
tick’. This will be helped by making the motivations
of the character, and other processes that go towards
creating its behaviour, clear to the user. This paper
proposes that this can be achieved by linking the behavioural or cognitive system of the character to expressive behaviour. This idea is discussed in general
and then demonstrated with an implementation that
links a simulation of perception to the animation of a
character’s eyes
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