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Estimating the Gaze of a Virtuality Human

机译:估计虚拟人的视线

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The aim of our experiment is to determine if eye-gaze can be estimated from a virtuality human: to within the accuracies that underpin social interaction; and reliably across gaze poses and camera arrangements likely in every day settings. The scene is set by explaining why Immersive Virtuality Telepresence has the potential to meet the grand challenge of faithfully communicating both the appearance and the focus of attention of a remote human participant within a shared 3D computer-supported context. Within the experiment n=22 participants rotated static 3D virtuality humans, reconstructed from surround images, until they felt most looked at. The dependent variable was absolute angular error, which was compared to that underpinning social gaze behaviour in the natural world. Independent variables were 1) relative orientations of eye, head and body of captured subject; and 2) subset of cameras used to texture the form. Analysis looked for statistical and practical significance and qualitative corroborating evidence. The analysed results tell us much about the importance and detail of the relationship between gaze pose, method of video based reconstruction, and camera arrangement. They tell us that virtuality can reproduce gaze to an accuracy useful in social interaction, but with the adopted method of Video Based Reconstruction, this is highly dependent on combination of gaze pose and camera arrangement. This suggests changes in the VBR approach in order to allow more flexible camera arrangements. The work is of interest to those wanting to support expressive meetings that are both socially and spatially situated, and particular those using or building Immersive Virtuality Telepresence to accomplish this. It is also of relevance to the use of virtuality humans in applications ranging from the study of human interactions to gaming and the crossing of the stage line in films and TV.
机译:我们实验的目的是确定是否可以从虚拟的人那里估计出视线:在支撑社会互动的精确度之内;并可以在每天的设置中可靠地凝视姿势和摄像头。通过解释为何沉浸式虚拟网真有潜力应对在共享的3D计算机支持的上下文中忠实地传达远程人类参与者的外观和注意力焦点的巨大挑战,来设置场景。在该实验中,n = 22的参与者旋转了静态3D虚拟人(从周围的图像中重建),直到他们感觉到被最多看为止。因变量是绝对角度误差,该误差与支撑自然世界中社交注视行为的误差进行了比较。自变量为:1)被摄对象眼睛,头部和身体的相对方向; 2)用于对表格进行纹理处理的相机子集。分析寻找统计和实际意义以及定性的确证。分析结果告诉我们很多有关注视姿势,基于视频的重建方法和相机布置之间关系的重要性和细节。他们告诉我们,虚拟度可以将注视复制到在社交互动中有用的精度,但是采用基于视频的重构方法,这在很大程度上取决于注视姿势和摄像头布置的组合。这建议更改VBR方法,以允许更灵活的摄像机布置。这项工作对于那些希望支持在社交和空间上都处于表达状态的会议,特别是那些使用或构建沉浸式虚拟网真来实现此目的的会议而言,是有意义的。这与在研究人类交互作用到游戏以及跨越电影和电视中的舞台线的应用程序中使用虚拟人有关。

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