Crafting Realistic Virtual Humans: Unveiling Perspectives on Human Perception, Crowds, and Embodied Conversational Agents

Fuente: arXiv
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Auteurs principaux: Montanha, Rubens, Araujo, Victor, Knob, Paulo, Pinho, Greice, Fonseca, Gabriel, Peres, Vitor, Musse, Soraia Raupp
Format: Preprint
Publié: 2023
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author Montanha, Rubens
Araujo, Victor
Knob, Paulo
Pinho, Greice
Fonseca, Gabriel
Peres, Vitor
Musse, Soraia Raupp
author_facet Montanha, Rubens
Araujo, Victor
Knob, Paulo
Pinho, Greice
Fonseca, Gabriel
Peres, Vitor
Musse, Soraia Raupp
contents Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available technology now empowers users, programmers, and designers to create and animate VHs with relative ease. These technologies have even reached a point where they can replicate the authentic characteristics and behaviors of real actors, resulting in VHs that are visually convincing and behaviorally lifelike. This paper explores three closely related research areas in the context of virtual humans and discusses the far-reaching implications of highly realistic characters within these domains.
format Preprint
id arxiv_https___arxiv_org_abs_2312_03428
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Crafting Realistic Virtual Humans: Unveiling Perspectives on Human Perception, Crowds, and Embodied Conversational Agents
Montanha, Rubens
Araujo, Victor
Knob, Paulo
Pinho, Greice
Fonseca, Gabriel
Peres, Vitor
Musse, Soraia Raupp
Human-Computer Interaction
Graphics
Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available technology now empowers users, programmers, and designers to create and animate VHs with relative ease. These technologies have even reached a point where they can replicate the authentic characteristics and behaviors of real actors, resulting in VHs that are visually convincing and behaviorally lifelike. This paper explores three closely related research areas in the context of virtual humans and discusses the far-reaching implications of highly realistic characters within these domains.
title Crafting Realistic Virtual Humans: Unveiling Perspectives on Human Perception, Crowds, and Embodied Conversational Agents
topic Human-Computer Interaction
Graphics
url https://arxiv.org/abs/2312.03428