Abstract Interactive Control of Avatars Animated with Human Motion Data

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虚拟形象主播英语作文模板

虚拟形象主播英语作文模板

虚拟形象主播英语作文模板Virtual Avatar Host English Composition Template。

In recent years, the rise of virtual avatar hosts has been a hot topic in the entertainment industry. With the advancement of technology, virtual avatars have become more realistic and interactive, leading to their increasing presence in various media platforms. In this article, we will explore the phenomenon of virtual avatar hosts and their impact on the world of entertainment.Introduction。

Introduce the concept of virtual avatar hosts and their growing popularity in the entertainment industry. Provide a brief overview of the topic and its relevance in today's digital age.The Rise of Virtual Avatar Hosts。

Discuss the factors that have contributed to the rise of virtual avatar hosts, such as technological advancements, the increasing demand for unique and engaging content, and the growing influence of digital media platforms. Highlight some of the most popular virtual avatar hosts and their impact on the entertainment industry.The Appeal of Virtual Avatar Hosts。

人机交互中的社会临场感研究——以弹幕短视频为例

人机交互中的社会临场感研究——以弹幕短视频为例

◎2023年第3期◎*本文系广东省哲学社会科学“十三五”规划学科共建项目“社交媒体数据驱动的用户应急信息行为模式研究”(项目编号:GD20XTS02)研究成果。

人机交互中的社会临场感研究——以弹幕短视频为例*李晶,薛晨琦,宋昊阳摘要人机交互已经成为当今信息交互的主要场景,社会临场感被证明是在人机交互过程中具有重要影响的一种用户心理体验,但已有文献缺乏对社会临场感的量化研究以及影响机理的揭示。

弹幕短视频是一种最常见的人机交互应用,弹幕为创造社会临场感提供了载体。

文章以B 站的科普视频为研究对象,利用Python 工具收集视频弹幕共299,994条,采用数据挖掘及文本分析法,从情感、认知两个维度出发,计算每个视频的社会临场感水平,在此基础上分析视频的社会临场感水平与用户视频使用行为的关联关系。

研究结果表明:短视频的社会临场感水平与视频播放量、用户点赞量、用户投币量以及视频弹幕总数之间存在正相关关系。

研究结论为拓展人机交互领域的社会临场感理论,以及基于用户视角促进科普类视频的分享与传播提供启示和参考。

关键词人机交互社会临场感弹幕信息分析文本分析引用本文格式李晶,薛晨琦,宋昊阳.人机交互中的社会临场感研究:以弹幕短视频为例[J].图书馆论坛,2023,43(3):141-150.Research on Social Presence in Human-Computer Interaction :Taking Short Videos with Bullet Screen as a CaseLI Jing ,XUE Chenqi &SONG HaoyangAbstract Human-computer interaction has become the main scenario of information interaction at present.Socialpresence has been proved to be a user psychological experience that has an important influence in human-computer interaction.However ,there are few quantitative researches on social presence and its influence mechanism.Short video with bullet screen is one of the most common human-computer interaction applications.Bullet screen provides a carrier for creating a sense of social presence.This article takes the popular science videos at Bilibili asthe research object ,uses python tools to collect a total of 299,994bullet comments (or ,real-time comments )from the videos ,and employs data mining and text analysis methods to calculate the social presence level of each video from the emotional and cognitive dimensions.On this basis ,the relationship between the level of social presence of the video and the user's video use behavior is analyzed.The results show that there is a significant positive correlation between the level of video ’s social presence and the volume of video views ,user likes ,coin-loading and bullet comments.This study provides inspiration and reference for extending the theory of social presence to the field of human-computer interaction ,and promoting the sharing and dissemination of popularscience videos from the user's perspective.Keywords Human-Computer Interaction ;social presence ;information analysis of bullet comments ;textanalysis1410引言随着计算机迅速发展,“面对面”的信息交互逐渐被人机交互(Human-Computer Inter-action,HCI)取代,计算机媒介沟通(Comput-er-Mediated Communication,CMC)时代随之到来,依托计算终端开展一对多的“虚拟”交互成为日常。

四种AI技术方案,教你拥有自己的Avatar形象

四种AI技术方案,教你拥有自己的Avatar形象

四种AI技术⽅案,教你拥有⾃⼰的Avatar形象⼤⽕的 Avatar到底是什么?随着元宇宙概念的⼤⽕,Avatar 这个词也开始越来越多出现在⼈们的视野。

2009 年,⼀部由詹姆斯·卡梅隆执导 3D 科幻⼤⽚《阿凡达》让很多⼈认识了 Avatar 这个英语单词。

不过,很多⼈并不知道这个单词并⾮导演杜撰的,⽽是来⾃梵⽂,是印度教中的⼀个重要术语。

根据剑桥英语词典解释,Avatar ⽬前主要包含三种含义。

avatar 在剑桥词典的翻译结果 © Cambridge University Press最初,Avatar 起源于梵⽂ avatarana ,由 ava ( off , down )+ tarati ( cross over )构成,字⾯意思是 “下凡”,指的是神灵降临⼈间的化⾝,通常特指主神毗湿奴 ( VISHNU ) 下凡化作⼈形或者兽形的状态。

后于1784年进⼊英语词语中。

1985 年切普·莫宁斯塔和约瑟夫·罗梅罗在为卢卡斯影视公司Lucasfilm Games ( LucasArts ) 设计⽹络⾓⾊扮演游戏Habitat时使⽤了Avatar 这个词来指代⽤户⽹络形象。

⽽后在1992 年,科幻⼩说家 Neal Stephenson 撰写的《Snow Crash》⼀书中描述了⼀个平⾏于现实世界的元宇宙。

所有的现实世界中的⼈在元宇宙中都有⼀个⽹络分⾝ Avatar,这⼀次也是该词⾸次出现在⼤众媒体。

互联⽹时代,Avatar ⼀词开始被程序员们⼴泛使⽤在软件系统中,⽤于代表⽤户个⼈或其性格的⼀个图像,即我们常说的 “头像” 或 “个⼈秀”。

这个头像可以是⽹络游戏或者虚拟世界⾥三维⽴体的图像,也可以是⽹络论坛或社区⾥常⽤的⼆维平⾯图像。

它是可以代表⽤户本⼈的⼀个标志物。

从QQ秀到Avatar如今⽀持让⽤户创建属于⾃⼰的头像已经成为了各种软件应⽤的标配,⽤户使⽤的头像也随着技术发展从普通 2D形象发展到了3D形象。

我喜欢的游戏作文开头优美句子

我喜欢的游戏作文开头优美句子

我喜欢的游戏作文开头优美句子英文回答:As I delve into the captivating realm of interactive storytelling, my heart flutters with a symphony of anticipation and nostalgia. The tapestry of gaming has been an intricate part of my existence, a sanctuary where worlds unfold before my eager eyes and my imagination takes flight. Of the myriad titles that have graced my screen, one in particular stands as a radiant beacon, forever etched inthe annals of my memory.Its inception marked a cataclysmic shift in the gaming landscape, heralding an era of immersive experiences and boundless possibilities. From the moment I first laid eyes upon its vibrant vistas and enigmatic characters, I was ensnared by its unmatched allure. It was as if a portal had opened before me, inviting me to traverse unchartedfrontiers and lose myself in a world where anything seemed possible.中文回答:在我探索互动式故事引人入胜的领域时,我怀着激动和怀旧之情的心怦怦直跳。

avatar-technology

avatar-technology

The Technological Reality
• Unlike virtual reality technology, 2D and 3D virtual worlds require no special gloves, visors or hardware gear. • Avatar technology can offer its share of technological benefits. For example, it is less bandwidth-intensive than regular Internet applications. • However, there are some technology issues that must be addressed if avatars are to become commonplace.
What Can it do for us?
• Avatar technology is much better than Video Conferencing • It works well with Intranets that do not support Video Conferencing traffic • VRML avatars work with existing systems quite nicely • Avatars can prevent information bottlenecks due to personality clashes
Avatar Technology
What is it? What are some of the prototypes? What can it do for us? What is the Future?

The Study of Human-Computer Interaction

The Study of Human-Computer Interaction

The Study of Human-Computer Interaction Human-computer interaction (HCI) is a multidisciplinary field that focuses on the design, evaluation, and implementation of interactive computing systems for human use. It involves studying how people interact with computers and designing technologies that let humans interact with computers in novel ways. HCI encompasses a wide range of topics, including user interface design, usability, accessibility, and user experience. It also draws from fields such as computer science, psychology, sociology, and design to understand and improve theinteraction between humans and computers. One of the key challenges in HCI is designing interfaces that are intuitive and easy to use. This involves understanding the cognitive and perceptual abilities of users and designing interfaces that match their mental models. For example, when designing a mobile app, HCI researchers need to consider how users will navigate through the app, how they will input information, and how they will understand the feedback provided by the app. This requires a deep understanding of human psychology and behavior, as well as the ability to translate that understanding into practical design principles. Another important aspect of HCI is accessibility. HCI researchers and practitioners strive to make computing systems accessible to people with disabilities, ensuring that everyone can use technology regardless of their physical or cognitive abilities. This involves designing interfaces that can be used with assistive technologies, such as screen readers or alternative input devices, as well as conducting user studies with people with disabilities to understand their needs and challenges. In addition to usability and accessibility, HCI also focuses on user experience (UX), which encompasses the overall experience of using a product or system. This includes not only the usability of the interface, but also the emotional and affective responses that users have when interacting with technology. For example, a well-designed website not only allows users to easily find the information they need, but also evokes positive emotions and a sense of satisfaction. HCI researchers often use qualitative research methods, such as interviews and observations, to understand the emotional and experiential aspects of user interaction. From a technological perspective, HCI involves developing new interaction techniques and technologies that enable novelways for humans to interact with computers. This can include touch and gesture-based interfaces, voice recognition systems, and virtual reality environments. These technologies have the potential to revolutionize the way we interact with computers and open up new possibilities for communication, creativity, and productivity. Overall, HCI is a dynamic and rapidly evolving field that plays a critical role in shaping the future of computing. By understanding and improving the ways in which humans and computers interact, HCI researchers and practitioners are driving innovation and creating technologies that are more intuitive, accessible, and enjoyable to use. As technology continues to advance, the importance of HCI will only grow, as it will be essential to ensure that new technologies are designed with the needs and abilities of humans in mind.。

A Study on the Translation of English Movie Titles

A Study on the Translation of English Movie Titles

A Study on the Translation of English Movie TitlesAbstract随着时代的发展和文化的交流,英文电影日益受到人们的欢迎,片名的翻译也愈加受到人们的重视。

电影对于人们来说,不仅是喜闻乐见的一种艺术形式,同时也是一种商品。

它已成为我们生活中不可或缺的一部分,越来越多的英文影视作品被引进了我们国家。

这些影视也成为文化交流的重要手段。

本文研究英文电影片名翻译的特点和功能,并通过对当前英文电影片名翻译实践的研究,举例分析了英文电影片名翻译的标准和常用的方法。

With the development of the times and cultural exchanges, English movies are getting more and more popular, the film title translation is also more and more attention. The movie for people, not only is a beloved form of art as well as a commodity. It has become an indispensable part of our life, more and more English film and television works was introduced in our country. The film has also become an important means of cultural exchange. The thesis studies the features and functions of movie titles. And through the study of English film title translation practice, makes an analysis of English film title translation standards and methodsKey Words: English Movie Title Translation Title Features and Functions Translation StrategiesA Study on the Translation of English Movie Titles1 Introduction电影,又被称为“第七艺术”,它能传递信息、抒发情感,是一种深受大众喜爱的艺术表现形式,英文电影片名的翻译也引起越来越多的关注。

基于双相机捕获面部表情及人体姿态生成三维虚拟人动画

基于双相机捕获面部表情及人体姿态生成三维虚拟人动画

2021⁃03⁃10计算机应用,Journal of Computer Applications 2021,41(3):839-844ISSN 1001⁃9081CODEN JYIIDU http ://基于双相机捕获面部表情及人体姿态生成三维虚拟人动画刘洁,李毅*,朱江平(四川大学计算机学院,成都610065)(∗通信作者电子邮箱liyi_ws@ )摘要:为了生成表情丰富、动作流畅的三维虚拟人动画,提出了一种基于双相机同步捕获面部表情及人体姿态生成三维虚拟人动画的方法。

首先,采用传输控制协议(TCP )网络时间戳方法实现双相机时间同步,采用张正友标定法实现双相机空间同步。

然后,利用双相机分别采集面部表情和人体姿态。

采集面部表情时,提取图像的2D 特征点,利用这些2D 特征点回归计算得到面部行为编码系统(FACS )面部行为单元,为实现表情动画做准备;以标准头部3D 坐标值为基准,根据相机内参,采用高效n 点投影(EP n P )算法实现头部姿态估计;之后将面部表情信息和头部姿态估计信息进行匹配。

采集人体姿态时,利用遮挡鲁棒姿势图(ORPM )方法计算人体姿态,输出每个骨骼点位置、旋转角度等数据。

最后,在虚幻引擎4(UE4)中使用建立的虚拟人体三维模型来展示数据驱动动画的效果。

实验结果表明,该方法能够同步捕获面部表情及人体姿态,而且在实验测试中的帧率达到20fps ,能实时生成自然真实的三维动画。

关键词:双相机;人体姿态;面部表情;虚拟人动画;同步捕获中图分类号:TP391.4文献标志码:A3D virtual human animation generation based on dual -camera capture of facialexpression and human poseLIU Jie ,LI Yi *,ZHU Jiangping(College of Computer Science ,Sichuan University ,Chengdu Sichuan 610065,China )Abstract:In order to generate a three -dimensional virtual human animation with rich expression and smooth movement ,a method for generating three -dimensional virtual human animation based on synchronous capture of facial expression andhuman pose with two cameras was proposed.Firstly ,the Transmission Control Protocol (TCP )network timestamp method was used to realize the time synchronization of the two cameras ,and the ZHANG Zhengyou ’s calibration method was used to realize the spatial synchronization of the two cameras.Then ,the two cameras were used to collect facial expressions and human poses respectively.When collecting facial expressions ,the 2D feature points of the image were extracted and theregression of these 2D points was used to calculate the Facial Action Coding System (FACS )facial action unit in order toprepare for the realization of expression animation.Based on the standard head 3D coordinate ,according to the camera internal parameters ,the Efficient Perspective -n -Point (EP n P )algorithm was used to realize the head pose estimation.After that ,the facial expression information was matched with the head pose estimation information.When collecting human poses ,the Occlusion -Robust Pose -Map (ORPM )method was used to calculate the human poses and output data such as the position and rotation angle of each bone point.Finally ,the established 3D virtual human model was used to show the effect of data -driven animation in the Unreal Engine 4(UE4).Experimental results show that this method can simultaneously capture facial expressions and human poses and has the frame rate reached 20fps in the experimental test ,so it can generate naturaland realistic three -dimensional animation in real time.Key words:dual -camera;human pose;facial expression;virtual human animation;synchronous capture0引言随着虚拟现实技术走进大众生活,人们对虚拟替身的获取手段及逼真程度都提出较高要求,希望能够通过低成本设备,在日常生活环境下获取替身,并应用于虚拟环境[1]。

virtual world英语作文

virtual world英语作文

virtual world英语作文The virtual world, also known as the digital world or cyberspace, refers to an online environment that is created by computer technology and accessed by users through the internet. In this virtual world, people can interact with each other, explore virtual spaces, create digital objects, and even live out virtual lives. It has become an increasingly important aspect of our society, with millions of people from around the world participating in online communities and virtual environments.One of the key features of the virtual world is the ability to create and customize your own digital avatar. This avatar serves as a representation of yourself in the virtual world, allowing you to interact with others and navigate the digital landscape. Users can choose everything from their avatar's appearance to their clothing and accessories, giving them complete control over how they are seen by others in the virtual world.Another important aspect of the virtual world is the ability to communicate with others through text chat, voice chat, and video chat. This allows users to form friendships, collaborate on projects, and even engage in virtual relationships. Many people have found meaningful connections in the virtual world, formingbonds with others that can be just as strong as those formed in the physical world.In addition to socializing, the virtual world also offers a wide range of entertainment options. Users can play online games, watch virtual concerts, attend virtual events, and explore virtual museums and galleries. The possibilities are endless, and there is something for everyone to enjoy in the digital world.Furthermore, the virtual world has become a valuable tool for education and training. Virtual classrooms and training simulations allow students and professionals to learn new skills and concepts in a safe and interactive environment. This can be especially useful for individuals who may not have access to traditional educational resources or who prefer to learn at their own pace.However, with all of its benefits, the virtual world also comes with its own set of challenges. Issues like cyberbullying, online harassment, and privacy concerns are all too common in the digital realm. It is important for users to be mindful of their actions and to treat others with respect and kindness, just as they would in the physical world.In conclusion, the virtual world is a dynamic and diverse space that offers endless opportunities for socializing,entertainment, education, and personal growth. It has become an integral part of our society, connecting people from all walks of life and allowing them to explore and create in ways that were once unimaginable. As technology continues to advance, the virtual world will only become more immersive and engaging, offering new possibilities for human interaction and creativity. Let us embrace the virtual world and all that it has to offer, while also being mindful of the responsibilities that come with participating in this digital landscape.。

设计头像的英语作文带翻译

设计头像的英语作文带翻译

设计头像的英语作文带翻译Designing an Avatar。

As social media becomes an increasingly important partof our lives, having a unique and eye-catching avatar has become more important than ever. An avatar is the image or icon that represents you online, whether it's on social media, forums, or gaming platforms. In this article, we'll explore some tips and tricks for designing an avatar that truly reflects your personality and makes you stand outfrom the crowd.1. Choose the Right Style。

The first step in designing an avatar is to choose the right style. There are many different styles to choose from, including cartoonish, realistic, minimalist, or even abstract. Think about what style best represents your personality and interests. For example, if you're a gamer, you might want to choose a more cartoonish style thatreflects your love of video games.2. Pick a Color Scheme。

虚拟与增强现实互动旅游系统的设计与实现——以非物质文化遗产南音为例

虚拟与增强现实互动旅游系统的设计与实现——以非物质文化遗产南音为例

软件工程 SOFTWARE ENGINEERING 第24卷第5期2021年5月V ol.24 No.5May 2021文章编号:2096-1472(2021)-05-47-04DOI:10.19644/ki.issn2096-1472.2021.05.012虚拟与增强现实互动旅游系统的设计与实现——以非物质文化遗产南音为例陈均亮1,4,5,王荣海2,4,5,陈柏言3(1.泉州师范学院资环(旅游)学院,福建 泉州 362000;2.泉州师范学院数学与计算机科学学院,福建 泉州 362000;3.集美大学轮机工程学院,福建 厦门 361021;4.福建省大数据管理新技术与知识工程重点实验室,福建 泉州 362000;5.智能计算与信息处理福建省高等学校重点实验室,福建 泉州 362000)****************;*************;****************摘 要:虚拟与增强现实技术越来越多地应用于互动旅游中,而文化遗产已经成为互动旅游的重要元素。

本文以非物质文化遗产南音为例,在分析研究南音传承、发展与传播现状的基础上,提出了南音虚拟与增强现实互动旅游系统的设计思路。

使用虚拟现实开发引擎Unity 3D及增强现实开发工具包Vuforia SDK,结合LBS(基于位置的服务)技术,实现了南音互动旅游系统。

实验表明,该系统增加了海丝非遗文化南音观赏者的沉浸感、交互性、体验感和参与感,同时满足了广大受众在体验海丝非遗文化时进行偶遇和社交等心理需求,为海丝文化遗产的传承和发展提供了新的思路和有益的借鉴。

关键词:南音;非物质文化遗产;互动旅游;虚拟现实;增强现实中图分类号:TP391.9 文献标识码:ADesign and Implementation of Virtual and Augmented Reality Interactive Tourism System—A Case Study of Nanyin Intangible Cultural HeritageCHEN Junliang 1,4,5, WANG Ronghai 2,4,5, CHEN Baiyan 3(1.Tourism College of Quanzhou Normal University , Quanzhou 362000, China ;2.Faculty of Mathematics and Computer Science , Quanzhou Normal University , Quanzhou 362000, China ;3.School of Marine Engineering , Jimei University , Xiamen 361021, China ;4.Fujian Provincial Key Laboratory of Data Intensive Computing , Quanzhou 362000, China ;5.Key Laboratory of Intelligent Computing and Information Processing , Fujian Province University , Quanzhou 362000, China )****************;*************;****************Abstract: Virtual reality (VR) and augmented reality (AR) technologies are increasingly used in interactive tourism where cultural heritage has become an important element. Taking Nanyin intangible cultural heritage as an example, this paper proposes a design framework of Nanyin's VR and AR interactive tourism system, based on the analysis and research of Nanyin's inheritance, development and dissemination. Nanyin interactive tourism system is realized by using virtual reality development engine Unity 3D and augmented reality development kit Vuforia SDK (Software Development Kit), combined with LBS (Location-based Services) technology. Experiments show that the proposed system increases viewers’ feelings of immersion, interactivity, experience and participation of Nanyin intangible cultural heritage along Maritime Silk Road. At the same time, it meets their psychological needs of meeting each other and having social interactions when they are experiencing intangible cultural heritage along Maritime Silk Road. It also provides new ideas and solution for inheriting and developing intangible cultural heritage along Maritime Silk Road.Keywords: Nanyin; intangible cultural heritage; interactive tourism; virtual reality; augmented reality1 引言(Introduction)虚拟现实(Virtual Reality, VR)技术的快速发展为VR旅游内容的广泛消费提供了机遇[1],这使得VR及相关的增强现实(Augmented Reality, AR)技术在旅游行业中的研究与应用基金项目:福建省科技计划对外合作项目(2018I0015).48 软件工程 2021年5月成为一个热点。

英语作文介绍一下的电影或游戏或故事

英语作文介绍一下的电影或游戏或故事

英语作文介绍一下的电影或游戏或故事Title: The Captivating World of Interactive StorytellingIntroduction:In our modern digital age, the realms of movies, games, and stories continue to captivate audiences worldwide. Whetherit be a thought-provoking film, an immersive video game, or a heartfelt storybook, these mediums have the power to transport us to different worlds and ignite our imagination. In this essay, I will delve into the enchanting universe of entertainment and discuss the impact of movies, games, and stories on our lives.Movies - A Window into Uncharted Realities:Movies have long been cherished as a form of escapism, allowing us to journey through distant lands withoutleaving the comfort of our seats. From epic adventures like "Avatar" and "The Lord of the Rings" trilogy to emotionally charged dramas such as "Forrest Gump" and "The Shawshank Redemption," movies reflect the triumphs, struggles, and passions that define our humanity. They possess a uniqueability to transport us into narratives that are both enlightening and entertaining.电影简介:在现代数字时代,电影以及其它形式的娱乐作品继续吸引着全球观众。

英语作文数字人

英语作文数字人

The Evolution of the English Essay AvatarIn the digital age, the concept of the avatar has become increasingly prevalent, not only in the realm of gaming but also in areas such as education and language learning. The English essay avatar is a prime example of this evolution, representing a fusion of technology and language instruction. This avatar is not just a digital character; it is a dynamic tool that enhances the learning experience and takes the traditional essay-writing process to a new level.The English essay avatar embodies the best practices of essay writing, distilling them into a digital persona that guides and mentors students. This avatar is equipped with a wealth of knowledge, ranging from grammar rules to essay structures and writing techniques. It can adapt to the learning needs of individual students, providing personalized feedback and guidance.One of the most significant advantages of the English essay avatar is its ability to engage students in a more interactive and engaging learning experience. Unlike traditional essay-writing classes, where students oftenfeel disconnected and overwhelmed, the avatar creates a sense of community and collaboration. Students can interact with the avatar in real-time, asking questions, seeking clarification, and receiving instant feedback.The avatar's adaptability is another key strength. It can adjust its teaching style and content based on the student's progress and performance. For instance, if a student struggles with a particular grammar rule, the avatar can dedicate more time and resources to helping them master it. This personalized approach ensures that no student is left behind, and everyone has the opportunity to excel.Moreover, the English essay avatar serves as a constant companion and mentor. It is available at any time, day or night, to answer questions, provide guidance, and offer encouragement. This constant availability ensures that students never feel alone in their learning journey and can always rely on the avatar for support.In addition to its interactive and adaptive capabilities, the English essay avatar also boasts a wealth of resources and tools that enhance the essay-writingprocess. It can provide templates and outlines fordifferent types of essays, help students brainstorm ideas, and suggest effective transition words and phrases. These resources make the essay-writing process more systematicand less overwhelming.However, it is important to note that the English essay avatar is not a replacement for human teachers or mentors. Instead, it serves as a complementary tool that enhancesthe learning experience and supports students in their journey towards becoming proficient writers. Teachers still play a crucial role in guiding students, providing feedback, and fostering a culture of learning and growth.In conclusion, the English essay avatar represents a significant milestone in the evolution of language learning. It combines the power of technology with the principles of effective essay writing to create a dynamic and engaging learning environment. By embracing this avatar, studentscan take their essay-writing skills to new heights andenjoy a more fulfilling and rewarding learning experience.**英语作文数字人的演变**在数字时代,虚拟角色的概念变得越来越普遍,不仅在游戏领域,而且在教育和语言学习等领域也是如此。

线上课线下课英文作文

线上课线下课英文作文

线上课线下课英文作文In the digital era, education has transcended traditional boundaries, offering a blend of online and offline learning experiences. This hybrid model of education, combining the convenience of virtual classrooms with the interactive nature of physical learning spaces, is revolutionizing how knowledge is acquired and understood. Both methods offer unique benefits and face distinct challenges, contributing to a comprehensive educational experience that prepares students for a constantly evolving world.Online learning, the sleek avatar of modern education technology, provides unmatched flexibility and accessibility. It breaks geographical barriers, enabling learners across the globe to engage with educational content from the comfort of their homes. The advent of digital platforms has particularly proven its worth during global disruptions, ensuring continuity in education. Furthermore, online learning often includes a wealth of resources—video lectures, interactive modules, and forums—that can be accessed asynchronously, catering to various learning paces and styles. However, this method is not without its pitfalls; isolation, lack of real-time feedback, and the challenge of maintaining discipline canhinder effective learning.Conversely, offline learning, the venerable cornerstone of education, offers tangible interactions that foster a sense of community and immediate feedback that online platforms struggle to replicate. The physical classroom setting encourages spontaneous discussions and collaborative learning, enhancing critical thinking and problem-solving skills in an immediate social context. The hands-on approach, whether in science labs or during field trips, ensures experiential learning that remains imprinted in memory. Yet, offline learning faces limitations, including inflexible scheduling and geographical constraints, which can exclude many potential learners.The beauty of integrating these approaches lies in their complementarity. A blended learning model capitalizes on the strengths of both methods while mitigating their weaknesses. For instance, combining self-paced online modules with focused, interactive classroom sessions can create a dynamic that not only delivers content efficiently but also reinforces learning through diverse engagements. This harmonious blend enhances student engagement, providing a rich tapestry of learning experiences that cater to different learning preferences and life situations. The effectiveness of such integration is well-evidenced.Institutions adopting a hybrid model often report higher retention rates and improved academic performance among students. This approach allows educators to personalize instruction, addressing the unique needs of learners by leveraging the technological and human elements of education. Moreover, it prepares students for the fluid work environments of the future, where both digital proficiency and interpersonal skills are indispensable.The marriage of online and offline learning presents a promising horizon for education. This hybrid model embodies the quintessence of adaptive education, reflecting the ever-evolving landscape of knowledge acquisition. As we move forward, the key to realizing the full potential of this model lies in thoughtful integration, ensuring a seamless interface between digital and physical realms. Educators and institutions that embrace this symbiosis will undoubtedly find themselves at the forefront of nurturing globally adaptive, lifelong learners.In conclusion, the synergy of online and offline learning is not merely a response to global challenges but a progressive step towards enriching the educational experience. The integration of these two modalities offers a holistic learning journey that is as inclusive as it is innovative, preparingstudents not just to ride the waves of change, but to steer them toward a horizon brimming with possibilities.。

基于AIGC技术的图书馆元宇宙服务应用前景与挑战

基于AIGC技术的图书馆元宇宙服务应用前景与挑战

57·探索与创新·基于AIGC技术的图书馆元宇宙服务应用前景与挑战刘佳佳(淮阴师范学院图书馆 江苏淮安 223001)摘 要:AIGC技术在图书馆元宇宙服务的应用中具有巨大的潜力,能够满足读者的多样化、个性化需求,大力提升图书馆的服务能力和效率。

文章阐述了基于AIGC技术的图书馆元宇宙服务应用前景的构建方法,主要包括内容生成与交互服务、虚拟空间构建服务和服务优化设计,并针对实施该服务应用前景可能面临的数据安全与隐私问题、技术实现的困难、读者接受度和使用体验的问题以及伦理问题,提出了一系列应对策略。

关键词:图书馆;AIGC技术;元宇宙;服务模式;应用挑战中图分类号:G250.7 文献标识码:ALibrary Metaverse Service Framework and Application Challenges Based on AIGC TechnologyAbstract AIGC (Artificial Intelligence Generated Content) technology holds significant potential in the application oflibrary metaverse services, catering to diverse and personalized reader needs while substantially enhancing the library's service capabilities and efficiency. This article elucidates the construction methodology of a library metaverse service framework based on AIGC technology. The framework primarily encompasses content generation and interactive services, virtual space construction services, and service optimization design. Addressing potential challenges associated with implementing this service framework, such as data security and privacy concerns, technical implementation difficulties, reader acceptance and user experience issues, as well as ethical considerations, the article proposes a series of strategies.Key words library; AIGC Technology; metaverse; service model; application challenge1 引言信息技术的发展和应用正在深刻地改变图书馆的服务模式。

外研版英语下册八年级五模块动画范文

外研版英语下册八年级五模块动画范文

外研版英语下册八年级五模块动画范文全文共3篇示例,供读者参考篇1The Importance of Watching AnimationAnimation has become an integral part of our lives, especially for the younger generation. With the development of technology, animation has greatly improved in terms of graphics, storytelling, and overall entertainment value. In this essay, I will discuss the benefits of watching animation and why it has become so popular among people of all ages.First and foremost, animation is a great source of entertainment. With vibrant colors, catchy soundtracks, and engaging storylines, animation can captivate the audience and provide hours of entertainment. From children's cartoons to adult-oriented anime, there is something for everyone to enjoy. Animation also allows for creativity and imagination to flourish, as it can depict fantastical worlds and characters that would be impossible to create in live-action films.Furthermore, watching animation can also be educational. Many animated films and series tackle important social issues,history, and science in a fun and engaging way. For example, "Doraemon" teaches children about friendship andproblem-solving, "Avatar: The Last Airbender" explores themes of war and peace, and "Rick and Morty" delves into complex scientific concepts. By watching animation, viewers can learn new things and broaden their horizons.In addition, animation can also serve as a form of stress relief. In today's fast-paced world, many people turn to animation as a way to unwind and relax. Whether it's watching a funny cartoon to lighten the mood or immersing oneself in a gripping anime series, animation can provide an escape from the stresses of everyday life. It can also evoke a sense of nostalgia, bringing back fond memories of childhood and simpler times.Moreover, animation has a global appeal. With the rise of streaming services like Netflix and Crunchyroll, viewers from around the world can access a wide range of animated content from different countries. This has led to a greater appreciation for diverse cultures and storytelling styles. Watching animation from different cultures can also help improve language skills and foster cross-cultural understanding.In conclusion, animation plays a significant role in our lives, providing entertainment, education, stress relief, and culturalenrichment. Its universal appeal and ability to captivate viewers of all ages make it a valuable form of media. Whether you're a child, a teenager, or an adult, there is something magical about sitting down and watching a well-crafted animated film or series. So next time you're looking for something to watch, consider giving animation a try – you may be surprised by how much you enjoy it.篇2Animation is an interesting and exciting way to tell stories, convey messages, and entertain audiences. In the eighth grade Five Module of the New Standard English textbook, there are various topics related to animation, allowing students to explore the world of animation and learn about its history, techniques, and impact on society.One of the main topics covered in the module is the history of animation. Students learn about the origins of animation, from the early days of hand-drawn animation to the development of computer-generated imagery (CGI). They also study the contributions of famous animators such as Walt Disney, Hayao Miyazaki, and Pixar Animation Studios. By understanding the rich history of animation, students can appreciate the art form and its evolution over time.Another important aspect of the module is the techniques used in animation. Students learn about the different types of animation, including traditional animation, stop-motion animation, and computer animation. They also explore the principles of animation, such as timing, squash and stretch, and anticipation. By studying these techniques, students can gain a deeper understanding of how animations are created and the skill and creativity required to produce high-quality animations.The module also delves into the impact of animation on society. Students learn about how animations can influence culture, politics, and social issues. They explore the use of animation in advertising, education, and entertainment, and how it can be used to promote positive messages and spread awareness about important issues. By examining the social impact of animation, students can develop a critical perspective on the role of animations in society.Overall, the eighth grade Five Module on animation provides students with a comprehensive overview of the art form. Through studying the history, techniques, and impact of animation, students can develop a greater appreciation for this creative and innovative medium. By engaging with the module, students can further their understanding of animation andexplore its potential as a powerful tool for storytelling and communication.篇3The Importance of Animation in EducationAnimation has become an integral part of modern education as it offers a dynamic and engaging way to present complex information in a simple and understandable manner. With the advancement of technology, animation has evolved from being just a form of entertainment to a powerful educational tool that can significantly enhance the learning experience of students. In this essay, we will explore the benefits of using animation in education, with a focus on the impact it has on students' academic performance and overall learning experience.One of the primary benefits of using animation in education is that it helps to make learning more interactive and engaging. Traditional methods of teaching often rely on static textbooks and lectures, which can be dull and monotonous for students. However, animation allows teachers to bring concepts to life in a visually stimulating way, making learning more fun and exciting for students. By using animated videos, teachers can grab the attention of students and keep them engaged throughout thelesson, leading to increased participation and retention of information.Furthermore, animation can help to simplify complex concepts and make them easier to understand. By using visuals and animations, teachers can break down difficult topics into smaller, more manageable pieces, helping students to grasp the underlying concepts more easily. For example, in a science class, teachers can use animation to explain complex biological processes such as cell division or photosynthesis in a way that is clear and easy to follow. This can help to bridge the gap between abstract theories and practical applications, making it easier for students to understand and apply what they have learned.Another advantage of using animation in education is that it caters to different learning styles and preferences. Some students are visual learners who absorb information better through images and animations, while others are auditory learners who prefer to listen to lectures or read textbooks. By incorporating animation into their lessons, teachers can cater to the diverse learning needs of their students, ensuring that everyone has a chance to learn and succeed. This can help to level the playing field for students with different learning abilitiesand create a more inclusive and supportive learning environment.Moreover, animation can help to enhance students' creativity and critical thinking skills. When students are exposed to animated content, they are encouraged to think outside the box and come up with creative solutions to problems. For example, when watching an animated video on a historical event, students may be inspired to create their own animated interpretation of the event, using their imagination and critical thinking skills to bring the story to life. This can help to foster a sense of creativity and innovation among students, encouraging them to explore new ideas and approaches to problem-solving.In conclusion, animation plays a crucial role in modern education by making learning more interactive, engaging, and accessible to students. By using animation as a teaching tool, teachers can enhance the learning experience of their students and help them to achieve better academic results. With its ability to simplify complex concepts, cater to different learning styles, and foster creativity and critical thinking, animation has become an indispensable tool for educators looking to inspire and educate the next generation of learners.。

你梦想中未来的学校是怎样的英语作文

你梦想中未来的学校是怎样的英语作文

你梦想中未来的学校是怎样的英语作文My Dream School of the FutureSchool is a big part of my life right now, and I spend most of my waking hours there. Sometimes I like it, but other times it can be pretty boring just sitting at a desk all day listening to teachers talk. I dream of what schools could be like in the future to make them much more fun and engaging!First off, the classrooms themselves would be reallyhigh-tech and exciting. Instead of old chalkboards or whiteboards, the entire wall would be one huge touchscreen display. Our teachers could pull up awesome 3D animations and videos to make any topic more interesting and easier to understand. We could even use augmented reality to have virtual objects appear right on our desks to learn about them up close.But the displays wouldn't just be for the teachers to use. We'd each have our own touchscreen devices built right into our desks. No more pencils and notebooks - we'd do all our work digitally. The screens could even shape-shift and become a physical keyboard when we need to type, then go flat again when we want to write by hand with a stylus.Our desks would also be connected to the internet with super-fast WiFi, so we could easily look anything up online to learn more. We wouldn't just be limited to a few old textbooks like students are today. The whole wealth of human knowledge would be at our fingertips!Speaking of the internet, maybe we wouldn't even need to go to an actual school building at all in the future. With virtual reality, we could have our whole classroom simulation streamed right into lightweight VR headsets we wear at home. Our "desks" could be virtual ones represented in that simulated world. The teacher's avatar could walk around the virtual classroom, and we could even take virtual field trips to explore any place or time period we're studying that week!The lessons themselves would be way more interactive and hands-on too. If we're learning about ancient Egypt, we could take a virtual field trip to the pyramids and explore them in total immersion as if we were really there. We could even get tutoring from extremely smart and knowledgeable artificial intelligences that could customize the lesson plan for each individual student based on exactly what they need to focus on.Maybe some classes would ditch the traditional format entirely. For a chemistry lab, we could do a virtual experimentwhere we just drag and drop different chemical elements together to see how they'd react. A phys-ed class might take place in a huge open virtual space where we could play any sport imaginable without needing an actual sports field or equipment. We could literally defy the laws of physics if we wanted to!School in the future wouldn't just be about memorizing facts from books either. We'd get way more opportunities for creative expression across all subjects. An art class could have us sculpting in 3D within a blank virtual space. An English class might have us telling interactive stories where the plot can change based on our choices. A music class could let us jam with photorealistic recreations of our favorite rock stars, or maybe even compose songs by just moving our hands through the air to control the instruments.I'm sure schools in the future would have all kinds of other incredible things that I can't even imagine yet. Maybe we'd have androids for teachers, or teleporters to travel to school. Maybe we could upload knowledge directly into our brains so we don't have to study as much! Whatever wild things they come up with, I just hope school becomes a lot more engaging and fun than sitting at a desk all day like we do now. Going to school shouldbe an adventure every day, not a chore. With the technology that will exist in the future, there's no reason it can't be!。

写一篇关于教育改变的英语作文

写一篇关于教育改变的英语作文

The Evolution of Education: Bridging the Gap between Tradition and ModernityEducation, the fundamental building block of any society, has undergone profound transformations over the centuries. From its inception as a mere imparting of knowledge to its current avatar as a comprehensive tool for personal and societal development, education has constantly evolved to meet the changing needs of the world. This evolution has been particularly rapid in recent decades, with the advent of technology and globalization reshaping the educational landscape.In the traditional sense, education was often confined to the classroom, with a teacher imparting knowledge to students through lectures and textbooks. This approach, while effective in certain aspects, was limited by its inability to cater to the diverse learning needs and styles of individual students. Furthermore, the focus wasprimarily on academic subjects, with little emphasis on skills such as critical thinking, creativity, or communication.However, the modern era has seen a shift towards more inclusive and innovative educational models. The emergence of online learning platforms has打破了地域和时间的限制,allowing students from diverse backgrounds to access a wide range of educational resources. These platforms often employ interactive and engaging teaching methods, such as videos, simulations, and games, to keep students engaged and interested.Moreover, modern education systems are increasingly emphasizing the importance of skills beyond academics. For instance, many schools and universities now offer courses that focus on entrepreneurship, innovation, and critical thinking. These courses aim to equip students with the skills and knowledge necessary to navigate the complex and rapidly changing world.Another significant change in education has been the recognition of the role of teachers as facilitators of learning, rather than just disseminators of knowledge. This shift has emphasized the need for teachers to create an environment that fosters curiosity, creativity, and collaboration among students. Teachers are now expected toact as mentors and guides, helping students develop their unique talents and interests.In addition, the role of parents and communities in education has also undergone a transformation. Parental involvement in their children's education is now considered crucial, with many schools encouraging parents to participate in various educational activities and events. Communities, too, are playing a more active role in supporting education, through initiatives such as community libraries, scholarships, and mentorship programs.In conclusion, the evolution of education has been a continuous and dynamic process, shaped by the changing needs of society and technology. From its traditional roots to its modern avatar, education has always strived to provide students with the tools and knowledge necessary to succeed in life. As we move forward, it is important to continue innovating and adapting our educational systems to meet the challenges of the future.**教育的演变:架起传统与现代之间的桥梁**教育作为任何社会的基础建设,数百年来经历了深刻的变革。

人工智能在未来教育方面的应用英语作文

人工智能在未来教育方面的应用英语作文

人工智能在未来教育方面的应用英语作文The Future of Learning with AIHi there! My name is Sam and I'm in the 5th grade. Today I want to tell you about how artificial intelligence, or AI for short, is going to change education in the future. It's such an exciting topic because AI has the potential to make learning way more fun, personalized and effective for kids like me. Buckle up, because things are about to get really futuristic!First off, what even is AI? Basically, it refers to computer systems that can sense their environment, process data, and learn or solve problems in a way that mimics human intelligence and behavior. AI algorithms can recognize patterns, make predictions, plan, reason, and even get creative. Pretty cool, right?In the classroom, AI could be a total game-changer. One way it might help is through intelligent tutoring systems. These could provide customized lesson plans and learning activities tailored to each student's individual strengths, weaknesses, interests and learning style. No more one-size-fits-all teaching!The AI tutor would track my progress, identify which concepts I'm struggling with, and adapt the material accordingly.It could even have an animated, interactive avatar to make lessons more engaging. If I'm finding fractions really difficult, for example, the AI tutor might sense my frustration and switch gears – presenting the ideas in a totally new way with fun educational games, videos or hands-on demos.Can you imagine how motivating that would be? No more zoning out during lessons because the material is too easy or too hard. The AI system would keep me in that "sweet spot" of learning, where I'm challenged but not overwhelmed. What's more, it could provide real-time feedback, praise my successes, and give me a supportive nudge whenever I need it. Talk about a personal cheerleader!AI tutors could be available 24/7 too, so I could get homework help in the evenings or continue learning over summer break if I wanted to. The possibilities are endless for maximizing each student's potential.But the AI revolution wouldn't stop there. In the future classroom, we might have robot teacher assistants roaming around to support the human teacher. If I got stuck on a math problem, I could raise my hand and the robot could come over, scan my work, and provide 1-on-1 guidance. How neat is that?These AI robots could sense when students are bored or confused, and switch up the learning activities on the fly. They might even use facial recognition technology to take attendance or gauge our emotional states. A little creepy? Maybe. But imagine never being able to zone out again because the robot would instantly realize you're not paying attention!AI writing assistants could also help kids get better at expressing ourselves. I could describe the story I want to write about, and the AI would generate a draft narrative to get me started. As I'm working on my essay, it could offer suggestions for vocabulary, grammar, structure and so on. For students learning different languages, AI translation tools would certainly come in handy.Another crazy future possibility is AI-generated virtual reality (VR) environments for field trips. Put on a headset, and I could seamlessly teleport to Ancient Rome, the rainforests of the Amazon, or even the surface of Mars! The AI would design ultra-realistic, immersive 3D worlds for me to explore key concepts in history, science, art and more. No bus rides needed!Adaptive testing is another area where AI could be super useful. The tests would automatically adjust the difficulty level based on my previous answers. That way, we could get muchbetter insights into what I truly understand without having to waste time on way too many easy or hard questions. AI grading of written assignments and math work would save teachers a ton of time too.Of course, AI probably won't replace human teachers completely. Teachers will still be super important for providing perspective, sparking creativity, developing critical thinking and social skills, and nurturing our overall well-being. But AI could take over some of the more tedious or routine tasks to allow teachers to focus more on mentoring students.There could be some risks with AI in education too. We'd have to be careful about data privacy and making sure students' personal information is protected. There are also concerns about AI systems potentially exhibiting bias or innacurate information if not developed properly.AI algorithms could also promote too much standardization if we're not careful. Despite personalized learning paths, we might start to lose some of the randomness, surprises and creative sparks that happen with human teachers. We'll need to strike the right balance between innovative AI tools andold-school human ingenuity.Overall though, I'm really excited about the future of AI in education. Just imagine having a personalized AI tutor that could customize my entire learning journey! I think AI will open up so many amazing new possibilities for students to learn in the way that works best for us.Who knows what other incredible AI inventions students like me will get to experience in the coming years? Hologram teachers? Learning while we sleep by feeding info to the brain? Mastering any topic instantly like in The Matrix? I can't wait to see what's next. The future of learning is looking brighter and more mind-blowing than ever!。

梅兰芳的故事英语作文

梅兰芳的故事英语作文

梅兰芳的故事英语作文Late Peking Opera artist comes alive through VR Amid the melody of Jinghu, a musical instrument used in Peking Opera, an AI-powered virtual replica of Peking Opera master Mei Lanfang walked towards the center of the stage at a gentle pace holding a foldable fan.The vivid scenes played out at the virtual avatar laboratory of the Beijing Institute of Technology (BIT). In 2020, the Central Academy of Drama (CAD) in Beijing and the BIT jointly launched this public welfare research project aiming to create an interactive "digital Peking Opera artist."Mei Lanfang (1894-1961) was a world-renowned Chinese artist of Peking Opera who made prominent contributions to the improvement and popularization of the art form."Information technology and artificial intelligence were applied to create the digital version of Mei," said Weng Dongdong, a researcher at BIT.From face, posture, tone to clothing, props, and so on, all details revolving around a person in real life need to be digitized and visualized before replicating the subject into the virtual world.However, it's never easy to digitize the deceased as it is no longer possible to collect their three-dimensional data."We gathered a lot of relevant historical photos of Mei and turned to professionals from the Central Academy of Fine Arts (in Beijing) for a portrait sculpture based on the pictures. Thereafter, we scanned it with a high-precision laser scanner to secure Mei's digital facial structure," Weng said.He added that the sculpture itself is short on microscopic features of skin and hair, so the team found an impersonator of Mei, and collected his facial data, captured some basic expressions, and "transplanted" them to the digital image."Plastic surgery experts were invited for advice so as to help obtain precision, as far as possible, in the facial replica," Weng added.Song Zhen, director of the Center for Advanced Research on Digitalization of Traditional Drama, CAD, said the team reviewed scores of relevant documents and visited many tailoring shops in Beijing in a bid to dress the virtual image."We discovered that Mei's costumes were sewn with gold thread and the technique is no longer in practice. But we managed to find cloth samples passed down from the past," Song said, adding that with the help of experts in the Peking Opera field, the team pinpointed the most suitable clothing and scanned it for data."Before undertaking the project, we had no idea it would involve so much knowledge from various professional fields as well as such extensive research," Weng said, adding that many details are yet to be figured out, including the costumes and the helmets Mei used to don forhis performance.Weng said they will invite Peking Opera artists to imitate Mei performing for motion captures in the future. As for the digital Mei's voice, the research team had to recreate it through emulation as most of the existing audio-visual records of Mei have poor sound quality."In the future, we hope to create an immersive and interactive character of Mei, which will enable the audience to appreciate his Peking Opera performance and virtually interact with him in real-time by wearing a VR headset," Weng said, expressing hopes that the technology can also be applied for the popularization of science and educational purposes."My grandpa passed away in 1961. But with the assistance of cutting-edge technology, young people can watch his performance and know him. This is very meaningful," said Fan Meiqiang, Mei's grandson."The combination of technology and China's excellent traditional culture can intrigue the audience of Peking Opera, and help them better understand the quintessence of Chinese culture," Weng said.。

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Interactive Control of Avatars Animated with Human Motion DataJehee Lee Carnegie Mellon UniversityJinxiang ChaiCarnegie Mellon UniversityPaul S.A.ReitsmaBrown UniversityJessica K.Hodgins Carnegie Mellon UniversityNancy S.Pollard Brown UniversityAbstractReal-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environ-ments.Avatar animation and control is difficult,however,because a large repertoire of avatar behaviors must be made available,and the user must be able to select from this set of behaviors,possibly with a low-dimensional input device.One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper,we show that such a motion database can be prepro-cessed forflexibility in behavior and efficient search and exploited for real-time avatar control.Flexibility is created by identifying plausible transitions between motion segments,and efficient search through the resulting graph structure is obtained through clustering. Three interface techniques are demonstrated for controlling avatar motion using this data structure:the user selects from a set of avail-able choices,sketches a path through an environment,or acts out a desired motion in front of a video camera.We demonstrate the flexibility of the approach through four different applications and compare the avatar motion to directly recorded human motion. CR Categories:I.3.7[Three-Dimensional Graphics and Realism]: Animation—Virtual realityKeywords:human motion,motion capture,avatars,virtual envi-ronments,interactive control1IntroductionThe popularity of three-dimensional computer games with human characters has demonstrated that the real-time control of avatars is an important problem.Two difficulties arise in animating and controlling avatars,however:designing a rich set of behaviors for the avatar,and giving the user control over those behaviors.De-signing a set of behaviors for an avatar is difficult primarily due to the real-time constraint,especially if we wish to make use of rel-atively unstructured motion data for behavior generation.The raw material for smooth,appealing,and realistic avatar motion can be provided through a large motion database,and this approach is fre-quently used in video games today.Preparing such a database,how-{jehee|jchai|jkh}@,{psar|nsp}@ Figure1:Real-time avatar control in our system.(Top)The user controls the avatar’s motion using sketched paths in maze and rough terrain environments.(Bottom left)The user selects from a number of choices in a playground environment.(Bottom right)The user is controlling the avatar by performing a motion in front of a camera. In this case only,the avatar’s motion lags the user’s input by several seconds.ever,requires substantial manual processing and careful design so that the character’s behavior matches the user’s expectations.Such databases currently tend to consist of many short,carefully planned, labeled motion clips.A moreflexible and more broadly useful ap-proach would allow extended,unlabeled sequences of motion cap-ture data to be exploited for avatar control.If such unstructured data is used,however,searching for an appropriate motion in an on-line fashion becomes a significant challenge.Providing the user with an intuitive interface to control the avatar’s motion is difficult because the character’s motion is high dimensional and most of the available input devices are not.In-put from devices such as mice and joysticks typically indicates a position(go to this location),velocity(travel in this direction at this speed)or behavior(perform this kick or pick up this object). This input must then be supplemented with autonomous behaviors and transitions to compute the full motion of the avatar.Control of individual degrees of freedom is not possible for interactive envi-ronments unless the user can use his or her own body to act out or pantomime the motion.In this paper,we show that a rich,connected set of avatar be-haviors can be created from extended,freeform sequences of mo-tion,automatically organized for efficient search,and exploited for real-time avatar control using a variety of interface techniques.The motion is preprocessed to add variety andflexibility by creating connecting transitions where good matches in poses,velocities,and contact state of the character exist.The motion is then clustered intogroups for efficient searching and for presentation in the interfaces.A unique aspect of our approach is that the original motion data and the generalization of that data are closely linked;each frame of the original motion data is associated with a tree of clusters that cap-tures the set of actions that can be performed by the avatar from that specific frame.The resulting cluster forest allows us to take advan-tage of the power of clusters to generalize the motion data without losing the actual connectivity and detail that can be derived from that data.This two-layer data structure can be efficiently searched at run time tofind appropriate paths to behaviors and locations spec-ified by the user.We explore three different interfaces to provide the user with intuitive control of the avatar’s motion:choice,sketch,and per-formance(figure1).In choice interfaces,the user selects among a number of options(directions,locations,or behaviors)every few seconds.The options that are presented to the user are selected from among the clusters created during the preprocessing of the motion data.In the sketching interface,the user specifies a path through the environment by sketching on the terrain,and the data structure is searched tofind motion sequences that follow that path.In per-formance interfaces,the user acts out a behavior in front of a video camera.The bestfit for his or her motion is then used for the avatar, perhaps with an intervening segment of motion to provide a smooth transition.For all three interface techniques,our motion data struc-ture makes it possible to transform possibly low-dimensional user input into realistic motion of the avatar.We demonstrate the power of this approach through examples in four environments(figure1)and through comparison with directly recorded human motion in similar environments.We note that the vision-based interface,due to the higher dimensional nature of the input,gives the most control over the details of the avatar’s mo-tion,but that the choice and sketch interfaces provide the user with simple techniques for directing the avatar to achieve specific goals. 2BackgroundThe behaviors required for animating virtual humans range from very subtle motions such as a slight smile to highly dynamic,whole body motions such as diving or running.Many of the applications envisioned for avatars have involved interpersonal communication and as a result,much of the research has focused on the subtle as-pects of the avatar’s appearance and motion that are essential for communication:facial expressions,speech,eye gaze direction,and emotional expression[Cassell2000;Chopra-Khullar and Badler 1999].Because our focus is on applications in which whole body actions are required and subtle communication is not,we review only the research related to whole body human motion.Animated humanfigures have been driven by keyframed mo-tion,rule-based systems[Bruderlin and Calvert1989;Perlin1995; Bruderlin and Calvert1996;Perlin and Goldberg1996;Chi et al. 2000;Cassell et al.2001],control systems and dynamics[Hodgins et al.1995;Wooten and Hodgins1996;Laszlo et al.1996;Falout-sos et al.2001a;Faloutsos et al.2001b],and,of course,motion capture data.Motion capture data is the most common technique in commercial systems because many of the subtle details of human motion are naturally present in the data rather than having to be in-troduced via domain knowledge.Most research on handling motion capture data has focused on techniques for modifying and varying existing motions.See Gleicher[2001]for a survey.This need may be partially obviated by the growing availability of significant quan-tities of data.However,adaptation techniques will still be required for interactive applications in which the required motions cannot be precisely or completely predicted in advance.A number of researchers have shared our goal of creating new motion for a controllable avatar from a set of examples.For sim-ple behaviors like reaching and pointing that can be adequately spanned by a data set,straightforward interpolation works remark-ably well[Wiley and Hahn1997].Several groups explored methods for decomposing the motion into a behavior and a style or emo-tion using a Fourier expansion[Unuma et al.1995],radial basis functions[Rose et al.1998]or hidden Markov models with simi-lar structure across styles[Brand and Hertzmann2000].Other re-searchers have explored introducing random variations into motion in a statistically reasonable way:large variations were introduced using chaos by Bradley and Stuart[1997]and small variations were introduced using a kernel-based representation of joint probability distributions by Pullen and Bregler[2000].Domain specific knowl-edge can be very effective:Sun and Metaxas[2001]used principles from biomechanics to represent walking motion in such a way that it could be adapted to walking on slopes and around curves.Lamouret and van de Panne[1996]implemented a system that was quite similar to ours albeit for a far simpler character,a hopping planar Luxo lamp.A database of physically simulated motion was searched for good transitions,based on the state of the character, local terrain,and user preferences.The selected hop is then adapted to match the terrain.A number of researchers have used statistical models of human motion to synthesize new animation sequences.Galata and her col-leagues[2001]use variable length hidden Markov models to al-low the length of temporal dependencies to vary.Bowden[2000] uses principle component analysis(PCA)to simplify the motion, K-means clustering to collect like motions,and a Markov chain to model temporal constraints.Brand and Hertzmann’s system al-lowed the reconstruction of a variety of motions statistically derived from the original dataset.Li et al.[2002]combine low level,noise driven motion generators with a high level Markov process to gen-erate new motions with variations in thefine details.All of these systems used generalizations of the motion rather than the original motion data for synthesis,which runs the risk of smoothing out sub-tle motion details.These systems also did not emphasize control of the avatar’s motion or behavior.Recent research efforts have demonstrated approaches similar to ours in that they retain the original motion data for use in synthesis. Sidenbladh and her colleagues[2002]have developed a probabilis-tic model for human motion tracking and synthesis of animations from motion capture data that predicts each next frame of motion based on the preceeding d frames.PCA dimensionality reduction combined with storage of motion data fragments in a binary tree help to contain the complexity of a search for a matching motion fragment in the database.Pullen and Bregler[2002]allow an an-imator to keyframe motion for a subset of degrees of freedom of the character and use a motion capture library to synthesize motion for the missing degrees of freedom and add texture to those that were keyframed.Kovar and his colleagues[2002]generate a graph structure from motion data and show that branch and bound search is very effective for controlling a character’s motion for constraints such as sketched paths where the motion can be constructed incre-mentally.Their approach is similar to our sketch-based interface when no clustering is used.It has the advantage over our sketch-based interface,however,that the locomotion style(or other labeled characteristics of the motion)can be specified for the sketched path. Arikan and Forsyth[2002]use a hierarchy of graphs to represent connectivity of a motion database and perform randomized search to identify motions that satisfy user constraints such as motion du-ration and pose of the body at given keyframes.One advantage of their work over similar techniques isflexibility in the types of constraints that can be specified by the user.To our knowledge thefirst paper to be published using this general approach was by Molina-Tanco and Hilton[2000],who created a system that can be controlled by the selection of start and ending keyframes.Prepro-cessing of the motion data included PCA dimensionality reduction and clustering.The user-specified keyframes are identified in par-Figure2:A subject wearing retro-reflective markers in the motion capture laboratory.ticular clusters,a connecting path of clusters is found via dynamic programming,and the most probable sequence of motion segments passing through these clusters is used to generate the details of the new motion.Their underlying data structure is similar to ours,al-though our use of cluster trees offers moreflexibility in paths avail-able to the avatar at a given frame.In the area of interface techniques for controlling avatars,most successful solutions to date have given the character sufficient au-tonomy that it can be“directed”with a low dimensional input.Be-sides the standard mouse or joystick,this input may come from vision(e.g.[Blumberg and Galyean1995])or from a puppet(e.g. [Blumberg1998]).Control at a more detailed level can be provided if the user is able to act out a desired motion.The infrared sensor-based“mocap”games Mocap Boxing and Police911by Konami are an interesting commercial example of this class of interface.The user’s motion is not precisely matched,although the impact of the user’s motion on characters in the environment is essential for game play.In the re-search community,a number of groups have explored avatar control via real time magnetic motion capture systems(e.g.[Badler et al. 1993][Semwal et al.1998][Molet et al.1996][Molet et al.1999]). Alternatives to magnetic motion capture are available for capturing whole body motion in real time optically[Oxford Metric Systems 2002]or via an exoskeleton[Sarcos2002].Vision-based interfaces are appealing because they allow the user to move unencumbered by sensors.Vision data from a sin-gle camera,however,does not provide complete information about the user’s motion,and a number of researchers have used motion capture data to develop mappings or models to assist in reconstruc-tion of three-dimensional pose and motion from video(e.g.[Ros-ales et al.2001][Brand1999]).In the area of database retrieval, Ben-Arie and his colleagues[2001]use video data to index into a database of human motions that was created from video data and show that activity classes can be discriminated based on a sparse set of frames from a query video sequence.In our approach,the prob-lem of controlling an avatar from vision is more similar to database retrieval than pose estimation in the sense that the system selects an action for the avatar from among afinite number of possibilities. 3Human Motion DatabaseThe size and quality of the database is key to the success of this work.The database must be large enough that good transitions can be found as needed and the motion must be free of glitches and other characteristic problems such as feet that slip on the ground. The human motion data was captured with a Vicon optical motion capture system.The system has twelve cameras,each of which is capable of recording at120Hz with images of1000x1000res-olution.We used a marker set with4314mm markers that is an adaptation of a standard biomechanical marker set with additional markers to facilitate distinguishing the left side of the body from the right side in an automatic fashion.The motions were captured in a working volume for the subject of approximately8’x24’.AUser Control(choice-based, sketch-basedFigure3:Two layer structure for representing human motion data. The lower layer retains the details of the original motion data,while the higher layer generalizes that data for efficient search and for presentation of possible actions to the user.subject is shown in the motion capture laboratory infigure2.We captured subjects performing several different sets of mo-tions:interacting with a step stool(stepping on,jumping over, walking around,and sitting on),walking around an empty envi-ronment(forwards,backwards,and sideways),walking over“poles and holes”rough terrain,and swinging and climbing on a piece of playground equipment.Each subject’s motion is represented by a skeleton that includes his or her limb lengths and joint range of motion(computed automatically during a calibration phase).Each motion sequence contains trajectories for the position and orienta-tion of the root node(pelvis)as well as relative joint angles for each body part.For the examples presented here,only one subject’s mo-tion was used for each example.The motion database contains a single motion(about5minutes long)for the step stool example,9motions for walking around the environment,26motions on the rough terrain and11motions on the playground equipment.The motion is captured in long clips (an average of40seconds excluding the step stool motion)to allow the subjects to perform natural transitions between behaviors.Our representation of the motion data does not require hand segmenting the motion data into individual actions as that occurs naturally as part of the clustering of the data in preprocessing.Contact with the environment is an important perceptual fea-ture of motion,and the database must be annotated with contact information for generation of good transitions between motion seg-ments.The data is automatically processed to have this informa-tion.The system determines if a body segment and an environment object are in contact by considering their relative velocity and prox-imity.For instance,feet are considered to be on the ground if one of their adjacent joints(either the ankle or the toe)is sufficiently close to the ground and its velocity is below some threshold.4Data RepresentationHuman motion is typically represented either in a form that pre-serves the original motion frames or in a form that generalizes those frames with a parametric or probabilistic model.Both representa-tions have advantages;the former allows details of the original mo-tion to be retained for motion synthesis,while the latter creates a simpler structure for searching through or presenting the data.Our representation attempts to capture the strengths of both by combin-ing them in a two-layer structure(figure3).The higher layer is a statistical model that provides support for the user interfaces byclustering the data to capture similarities among character states. The lower layer is a Markov process that creates new motion se-quences by selecting transitions between motion frames based on the high-level directions of the user.A unique aspect of our data structure is the link between these layers:trees of accessible clus-ters are stored in the lower layer on a frame by frame basis,pro-viding a high-level and correct description of the set of behaviors achievable from each specific motion frame.The next two sections describe the details of the two layers and the link between these layers,beginning with the lower-level Markov process.4.1Lower Layer:Markov ProcessWe model motion data as afirst-order Markov process,inspired by the work on creating non-repeating series of images presented in Sch¨o dl et al.[2000].The transition from one state to the next of a first-order Markov process depends only on the current state,which is a single frame of motion.The Markov process is represented as a matrix of probabilities with the elements P ij describing the probability of transitioning from frame i to frame j.As in Sch¨o dl et al.[2000],the probabilities are estimated from a measure of similarity between frames using a exponential function:P ij∝exp(−D i,j−1/σ),(1) where D i,j−1represents the distance between frame i and frame j−1,andσcontrols the mapping between the distance measure and the probability of transition.The distance function is computed asD ij=d(p i,p j)+νd(v i,v j).(2) Thefirst term d(p i,p j)describes the weighted differences of joint angles,and the second term d(v i,v j)represents the weighted dif-ferences of joint velocities.Parameterνweights velocity differ-ences with respect to position differences.The velocity term helps to preserve the dynamics of motion by,for example,discriminating between similar poses in forward walk and backward walk.In our implementation,Euclidean differences are used for veloc-ities.Position differences are expressed asd(p i,p j)= p i,0−p j,0 2+mk=1w k logq−1j,kq i,k2(3)where p i,0∈R3is the translational position of the character at frame i,q i,k∈S3is the orientation of joint k with respect to its parent in frame i,and joint angle differences are summed over mrotational joints.The value of log(q−1a q b)is a vector v such that arotation of2 v about the axis vv takes a body from orientationq a to orientation q b.Important joints are selected manually to deter-mine weights;weights w k are set to one for joints at the shoulders, elbows,hips,knees,pelvis,and spine.Weights are set to zero for joints at the neck,ankle,toes and wrists,which have less impact on visible differences between poses.The matrix of probabilities P ij computed using equation1is dense and requires O(n2)storage space for n motion frames.Be-cause the motion database is large(4000to12000frames depending on the application),O(n2)storage space may be prohibitive.Many of the transitions are of low probability and pruning them not only reduces the required storage space but also improves the quality of the resulting motion by avoiding too frequent transitions.We use four rules to prune the transitions(table1).Thefirst rule is based on the observation that contact is a key element of a motion.It prunes transitions between motion segments with dissimilar contact states and is described below.The second rule sets all probabilities be-low a user-specified threshold to zero.The third rule favors thetotal#of Pruning Criteriaframes contact likelihood similarity SCC Maze831839428432229N/A31469Terrain1287952019360130N/A59043Step Stool4576300584964N/A4831Playground59719841523720970915458 Table1:The number of transition edges remaining after pruning edges present in the lower layer Markov model of motion for our examples.The total number of frames indicates initial database size for each example,and the number of possible edges is the square of this number.Edges are pruned based on contact conditions,based on a probability threshold,to eliminate similar transitions,and to remove edges that do not fall entirely within the largest strongly connected component(SCC)of the graph.best transition among many similar transitions by selecting local maxima in the transition matrix and setting the probabilities of the others to zero.The fourth rule eliminates edges that are not fully contained in the single largest connected component of the graph as described below.Pruning based on contact.Pruning based on contact is done by examining contact states of the two motion segments at the transi-tion.A transition from frame i to frame j is pruned if frames i and j−1or frames i+1and j are in different contact states.For exam-ple,a transition is not allowed from a pose where the foot is about to leave the ground to another pose where the foot is about to touch the ground even if the configurations are similar.In practice,in all of our examples except the playground,this rule is made even more strict;transitions are allowed only during a contact change,and this same contact change must occur from frame i to frame i+1and from frame j−1to frame j.Pruning of similar transitions is not necessary when this stricter contact pruning rule is in force.Be-cause contact change is a discrete event,no similar,neighboring sets of transitions exist to be pruned.Avoiding dead ends.As pointed out by Sch¨o dl et al.[2000], transitions might lead to a portion of motion that has no exits.They suggested avoiding dead ends by predicting the anticipated future cost of a transition and giving high cost to dead ends.Although their method works well in practice,it does not guarantee that dead ends will never be encountered.We insteadfind the strongly connected subcomponent of the directed graph whose nodes are the frames of the motion and whose edges are the non-zero transitions.We imple-mented Tarjan’s algorithm[Tarjan1972],with running time linear in the number of nodes,tofind all the strongly connected subcom-ponents.In our experiments,the algorithm usually found one large strongly connected component and a number of small components most of which consist of a single node.We set the transition proba-bilities to zero if the transitions leave the largest strongly connected component.4.1.1Blending TransitionsAlthough most transitions should introduce only a small disconti-nuity in the motion,a transition might be noticeable if the motion sequence simply jumped from one frame to another.Instead the system modifies the motion sequence after the transition to match the sequence before the transition.If the transition is from frame i to frame j,the frames between j−1and j+b−1are modified so that the pose and velocity at frame j−1is matched to the pose and velocity at frame i.Displacement mapping techniques are used to preserve thefine details of the motion[Witkin and Popovi´c1995; Bruderlin and Williams1995].In our experiments,blend interval b ranges from1to2seconds,depending on the example.We main-tain a buffer of motion frames during the blend interval.If a transi-tion happens before the previous transition has completed,motionframes in the buffer are used instead of the original motion frames for the overlap between the current and previous blend intervals.Although blending avoids jerkiness in the transitions,it can cause undesirable side effects such as foot sliding when there is contact between the character and the environment during the blend interval.This problem can be addressed by using constraint-based motion editing techniques such as [Gleicher 1997;Gleicher 1998;Lee and Shin 1999].We use the hierarchical motion fitting algo-rithm presented by Lee and Shin [1999].A good set of contact constraints,expressed as a desired trajec-tory (both translation and rotation)for each contacting body,must be provided to the motion fitting algorithm.These constraints are obtained from one of the two motion sequences involved in the blend.Suppose the transition is from frame i to frame j ,and a body is in contact with the environment between frame k and frame l .If there is an overlap between the blending interval and the contact interval [k,l ],we establish the constraint based on the following cases:lb j j k l b i i k b j l k j l b j k j b i l i k £-+<££+<£-+<<<£-+<<+<<£111or:4CASE :3CASE :2CASE :1CASE In Case 1,the constraint lies over the start of the blending interval and between frame i and frame l the foot should follow the tra-jectory of the motion sequence before the transition.Similarly in Case 2the constraint lies over the end of the blending interval and for frame k to frame j +b −1the trajectory is taken from the mo-tion sequence after the transition.In Case 3,the contact interval is contained within the blending interval and the trajectory of the foot can be taken from either side.Our implementation chooses the closer side.In Case 4,the constraint lies over both boundaries and there is no smooth transition.In this situation,the system allows the foot to slip or disables the transition by setting the correspond-ing probability to zero.4.1.2Fixed and Relative Coordinate SystemsThe motion in the database is stored as a position and orientation for the root (pelvis)in every frame,along with joint angles in the form of orientation of each body with respect to its parent.The position and orientation of the root segment at frame i can be represented in a fixed,world coordinate system or as a relative translation and rotation with respect to the previous frame of motion (frame i −1).The decision of whether to represent the root in a fixed or relative coordinate system affects the implementation of Markov process for human motion data.With a fixed coordinate system,transitions will only oc-cur between motion sequences that are located nearby in three-dimensional space,while the relative coordinate system allows tran-sitions to similar motion recorded anywhere in the capture region.The relative coordinate system effectively ignores translation on the horizontal plane and rotation about the vertical axis when consider-ing whether two motions are similar or not.The decision as to which coordinate system is most appropri-ate depends on the amount of structure in the environment created for the motion capture subjects:highly structured environments al-lowed less flexibility than unstructured environments.In our exper-iments,we used a fixed coordinate system for the playground and step stool examples,because they involved interaction with fixed objects.We used a relative coordinate system for the maze exam-ple,where motion data was captured in an environment with no ob-stacles.For the uneven terrain example,we ignored vertical transla-tion of the ground plane,allowed rotations about the vertical axis ininteger multiples of 90degrees,and allowed horizontal translations that were close to integer multiples of block size.This arrangement provided flexibility in terrain height and extent while preserving step locations relative to the discontinuities in the terrain.4.2Higher Layer:Statistical ModelsWhile the lower layer Markov model captures motion detail and provides the avatar with a broad variety of motion choices,the re-sulting data structure may be too complex for efficient search or clear presentation in a user interface.The higher layer is a gener-alization of the motion data that captures the distribution of frames and transitions.Our method for generalizing the data is based on cluster analysis.Clusters are formed from the original motion data.These clusters capture similarities in motion frames,but they do not capture the connections between frames (figure 4).To capture these connections,or the tree of choices available to the avatar at any given motion frame,we construct a data structure called a clus-ter tree at each motion frame.The entire higher layer is then called a cluster forest .4.2.1Cluster AnalysisCluster analysis is a method for sorting observed values into groups.The data are assumed to have been generated from a mixture of probabilistic distributions.Each distribution represents a different cluster.Fraley and Raftery [1998]provides an excellent survey on cluster analysis.In our application,we use the isometric Gaussian mixture model in which each cluster is an isometric multivariate Gaussian distribution with variable standard deviation.Our goal is to capture similar motion states within the same cluster.Motion state for frame i (referred to below as observation x i )is a vector containing root position p i,0,weighted root orientation q i,0,and weighted orientations q i,k of all bodies k with respect to their parents as follows:x i =[p i,0w 0log(q i,0)w 1log(q i,1)...w m log(q i,m )]T(4)where weights w k for the shoulders,elbows,hips,knees,pelvis,and spine are set to one in our examples and all other weights are set to zero,as in equation 3.Specifying root orientation requires careful selection of the reference frame to avoid the singularity in the expression log(q i,0)when q i,0is a rotation of 2πradians about any axis.We select a reference orientation ˆq from a series of root orientations {q i,0}such that it minimizes the distance to the far-thest orientation in {q i,0}.The distance between two orientations iscomputed as d (q a ,q b )=min( log(q −1a q b ) , log(q −1a (−qb )) ).Given a set of observations (motion frames)x =(x 1,···,x N ),let f k (x i |θk )be the density of x i from the k -th cluster,where θk are the parameters (the mean and the variance of the Gaus-sian distribution)of the k -th cluster.The Expectation Maximiza-tion (EM)algorithm is a general method to find the parameters θ=(θ1,···,θK )of clusters that maximize the mixture log-likelihoodL (θk ,τk ,z ik |x )=N i =1K k =1z ik log (τk f k (x i |θk )),(5)where τk is the prior probability of each cluster k ,and z ik is theposterior probability that observation x i belongs to the k -th cluster.Given initial values for the parameters of clusters,the EM algorithm iterates between the expectation step in which z ik are computed from the current parameters and maximization step in which the parameters are updated based on the new values for z ik (See [Fraley and Raftery 1998]for details).For cluster analysis,we need to choose the number K of clus-ters.We use the Bayesian information criterion (BIC)[Fraley and。

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