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Immersive virtual environments for tacit knowledge transfer focusing on gestures: A workflow

机译:用于默认知识转移的沉浸虚拟环境,重点在手势上:工作流程

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This study presents a workflow for creating immersive virtual environments for tacit knowledge transfer. The main focus is on gestures, which are related to skill, performance, or physical emotion (not facial) e.g. sports, martial arts, playing instruments, acting, etc. The initial idea behind this design is to provide a virtual practice environment mainly for actors in order to learn new gestures or moves. However, this virtual environment can also be used by many other target audiences based on their needs. Sometimes, ambiguity is part of knowledge transfer and becomes more salient or critical when it comes to tacit knowledge, especially at early stages of transfer. Performance while maintaining believable gesture is a must have requirement for actors. Visual references (mainly video in absence of trainer) are commonly used by actors in order to learn specific moves or gestures. However, videos are limited to 2D screen view (even if stereoscopic or 360°) and do not provide chance of studying a freezing moment from all angles, simultaneously. Although this can be partly mimicked using multi-camera rig, it is still limited to the number of shots taken and only provides a linear frame sequence (mostly used as VFX). Immersive virtual environments not only eliminate this limitation but also provide one to one scale experience. In this study, the process of creating such environment is discussed in detail. This includes planning, concept design, selecting tools, establishing the environment, properly selecting or creating the virtual character(s), capturing the motion or using existing ones from different Mocap libraries, actor's interaction with VR equipment, user experience, etc. In addition to studying reference moves and gestures (frame by frame and from any angle), the user is able to observe his/her performance in VR. This can be achieved using motion capture cameras installed at the practice location. The captured content is later assigned to the user's virtual representative i.e. a 3d character created based on his/her physical body features for side by side analysis with the reference. This provides countless interaction possibilities that cannot be achieved in the real world. Few examples are: multiplying the reference character and freeze two or more different moments (frames) and create a walkthrough, creating an immersive timeline based on the actor's progress (also requires multiplying), assigning reference moves to the user's avatar to be compared with his/her movements by himself/herself or anyone else (different from side by side comparison with the reference character), and many others. What has been discussed above is fully illustrated and described in this paper including detailed figures. The contribution of this study can be extended to various fields from acting and sport to stop motion and creative art, as the processes presented in the paper are designed in the most affordable way, using hardware and software currently available to basic users.
机译:本研究介绍了用于为默认知识转移创建沉浸式虚拟环境的工作流程。主要重点是在手势上,与技能,性能或物理情绪(不是面部)有关。体育,武术,演奏乐器,表演等。这种设计背后的初步理念是提供一个主要用于演员的虚拟练习环境,以便学习新的手势或移动。但是,此虚拟环境也可以根据其需求由许多其他目标受众使用。有时,歧义是知识转移的一部分,并且在默认知识方面变得更加突出或批判性,特别是在转移的早期阶段。在保持可信的手势的同时表现是一个必须对演员的要求。参与者通常使用视觉参考(主要是培训师的视频),以便学习特定的动作或手势。但是,视频仅限于2D屏幕视图(即使立体或360°)也不提供同时从所有角度研究冷冻时刻的可能性。虽然这可以部分地模仿使用多摄像机钻机,但它仍然仅限于所采取的截图的数量,并且仅提供线性帧序列(主要用作VFX)。沉浸式虚拟环境不仅消除了这种限制,而且还提供了一种规模的体验。在这项研究中,详细讨论了产生这种环境的过程。这包括规划,概念设计,选择工具,建立环境,正确选择或创建虚拟字符,捕获运动或使用来自不同的Mocap库的现有运动,演员与VR设备的互动,用户体验等为了研究参考移动和手势(帧逐帧和从任何角度),用户能够在VR中观察他/她的性能。这可以使用在练习位置安装的运动捕捉摄像头来实现。次捕获的内容稍后被分配给用户的虚拟代表性即,基于他/她的物理体特征以另一种分析为基于他/她的物理正文特征而创建的3D字符。这提供了无数的相互作用可能在现实世界中无法实现。少数例子是:将参考字符乘以冻结两个或多个不同的时刻(框架)并创建演练,根据演员的进度创建一个沉浸时间线(也需要乘法),将参考移动到用户的头像,以与他的成像进行比较/她自己或其他任何人(与参考角色的另一种比较不同),以及许多其他人的动作。上面讨论的已经完全说明和描述了本文的讨论,包括详细的图。这项研究的贡献可以扩展到来自代理和运动的各个领域,以阻止运动和创意艺术,因为本文介绍的过程以最实惠的方式设计,使用当前可用的基本用户使用的硬件和软件。

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