112 research outputs found

    Can gender categorization influence the perception of animated virtual humans?

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    Animations have become increasingly realistic with the evolution of Computer Graphics (CG). In particular, human models and behaviors were represented through animated virtual humans, sometimes with a high level of realism. In particular, gender is a characteristic that is related to human identification, so that virtual humans assigned to a specific gender have, in general, stereotyped representations through movements, clothes, hair and colors, in order to be understood by users as desired by designers. An important area of study is finding out whether participants' perceptions change depending on how a virtual human is visually presented. Findings in this area can help the industry to guide the modeling and animation of virtual humans to deliver the expected impact to the audience. In this paper, we reproduce, through CG, a perceptual study that aims to assess gender bias in relation to a simulated baby. In the original study, two groups of people watched the same video of a baby reacting to the same stimuli, but one group was told the baby was female and the other group was told the same baby was male, producing different perceptions. The results of our study with virtual babies were similar to the findings with real babies. First, it shows that people's emotional response change depending on the character gender attribute, in this case the only difference was the baby's name. Our research indicates that by just informing the name of a virtual human can be enough to create a gender perception that impact the participant emotional answer.Comment: 8 pages, 1 figure, 2 table

    Hierarchical model for real time simulation of virtual human crowds

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    This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups, and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This autonomy refers to the extent to which the virtual agents are independent of user intervention and also the amount of information needed to simulate crowds. Thus, depending on the complexity of the simulation, simple behaviors can be sufficient to simulate crowds. Otherwise, more complicated behavioral rules can be necessary and, in this case, it can be included in the simulation data in order to improve the realism of the animation. We present three different ways for controlling crowd behaviors: 1) by using innate and scripted behaviors, 2) by defining behavioral rules, using events and reactions, and 3) by providing an external control to guide crowd behaviors in real time. The two main contributions of our approach are: The possibility of increasing the complexity of group/agent behaviors according to the problem to be simulated and the hierarchical structure based on groups to compose a crowd

    Relaxed Steering towards Oriented Region Goals

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    A paradigm for controlling virtual humans in urban environment simulations

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    Presents a new architecture for simulating virtual humans in complex urban environments. The approach is based on the integration of six modules. Four key modules are used in order to manage environmental data, simulate human crowds, control interactions between virtual humans and objects, and generate tasks based on a rule-based behavioral model. The communication between these modules is made through a client/server system. Finally, all low-level virtual human actions are delegated to a single motion and behavioral control module. Our architecture combines various human and object simulation aspects, based on the coherent extraction and classification of information from a virtual city database. This architecture is discussed in this paper, together with a detailed case study exampl

    Simulating virtual humans in networked virtual environments

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    In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. We expose the importance of using virtual humans within these systems and provide a brief overview of several virtual human technologies used in particular for simulation of crowds. As the main technical contribution, the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of virtual human

    Charge Isomers of Myelin Basic Protein: Structure and Interactions with Membranes, Nucleotide Analogues, and Calmodulin

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    As an essential structural protein required for tight compaction of the central nervous system myelin sheath, myelin basic protein (MBP) is one of the candidate autoantigens of the human inflammatory demyelinating disease multiple sclerosis, which is characterized by the active degradation of the myelin sheath. In this work, recombinant murine analogues of the natural C1 and C8 charge components (rmC1 and rmC8), two isoforms of the classic 18.5-kDa MBP, were used as model proteins to get insights into the structure and function of the charge isomers. Various biochemical and biophysical methods such as size exclusion chromatography, calorimetry, surface plasmon resonance, small angle X-ray and neutron scattering, Raman and fluorescence spectroscopy, and conventional as well as synchrotron radiation circular dichroism were used to investigate differences between these two isoforms, both from the structural point of view, and regarding interactions with ligands, including calmodulin (CaM), various detergents, nucleotide analogues, and lipids. Overall, our results provide further proof that rmC8 is deficient both in structure and especially in function, when compared to rmC1. While the CaM binding properties of the two forms are very similar, their interactions with membrane mimics are different. CaM can be used to remove MBP from immobilized lipid monolayers made of synthetic lipids - a phenomenon, which may be of relevance for MBP function and its regulation. Furthermore, using fluorescently labelled nucleotides, we observed binding of ATP and GTP, but not AMP, by MBP; the binding of nucleoside triphosphates was inhibited by the presence of CaM. Together, our results provide important further data on the interactions between MBP and its ligands, and on the differences in the structure and function between MBP charge isomers

    Modeling, Evaluation, and Scale on Artificial Pedestrians: A Literature Review

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    Modeling pedestrian dynamics and their implementation in a computer are challenging and important issues in the knowledge areas of transportation and computer simulation. The aim of this article is to provide a bibliographic outlook so that the reader may have quick access to the most relevant works related to this problem. We have used three main axes to organize the article's contents: pedestrian models, validation techniques, and multiscale approaches. The backbone of this work is the classification of existing pedestrian models; we have organized the works in the literature under five categories, according to the techniques used for implementing the operational level in each pedestrian model. Then the main existing validation methods, oriented to evaluate the behavioral quality of the simulation systems, are reviewed. Furthermore, we review the key issues that arise when facing multiscale pedestrian modeling, where we first focus on the behavioral scale (combinations of micro and macro pedestrian models) and second on the scale size (from individuals to crowds). The article begins by introducing the main characteristics of walking dynamics and its analysis tools and concludes with a discussion about the contributions that different knowledge fields can make in the near future to this exciting area
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