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    題名: 自動產生3D多人虛擬環境中擬真之虛擬角色行為 (I)
    其他題名: Automatic Generation of Realistic Behaviors for Virtual Characters in 3D Multi-User Virtual Environments
    作者: 李蔡彥
    貢獻者: 國立政治大學資訊科學系
    行政院國家科學委員會
    關鍵詞: 程序式動畫;3D 虛擬角色;情緒性肢體動畫;集體行為模擬;多人虛擬環境系統
    Procedural Animation;3D Virtual Characters;Emotive Bodily Animation;CollectiveBehavior;3D Virtual Environment
    日期: 2008
    上傳時間: 2012-11-12 11:02:59 (UTC+8)
    摘要: 近年來,3D 虛擬環境的應用(如Second Life 及3D 連線遊戲)日漸風行。目前虛擬環境中虛擬替身的行為,多由真實使用者根據系統所提供的有限功能進行控制。如能在虛擬環境中,產生由電腦控制的虛擬角色,不但可增加環境的豐富性,更可做為虛擬社會中社會現象的實驗平台。然而,目前的虛擬環境系統多無法提供此類擬真行為的自動產生機制。我們提議以兩年的時間,針對虛擬環境中動畫角色行為的擬真性,根據幾何、機構、動力、規劃、情緒、及社會等層面設計適當的動畫程序及行為模型,並在現有的虛擬環境系統中,進行虛擬殖民及社會集體行為的模擬實驗。第一年研究的目標在提高個別虛擬角色在動畫上的真實性;研究重點將放在以運動捕捉資料改進程序式動畫的擬真性,並以程序式動畫的方式建立人體動畫的情緒風格模型。第二年研究的目標將在建立虛擬角色的內心狀態模型及與他人的互動機制,以進行心理層面的行為模擬;研究重點將放在根據社會心理學的理論基礎,建立個體的認知模型及情緒模型,並在有真實使用者參與的情況下進行集體行為的模擬實驗。本研究的特色在於以程序式動畫方式來產生虛擬環境中多變化的角色動畫,並能將社會心理學中群眾的集體行為,在使用者參與的虛擬環境中模擬出來。我們相信在此類軟體技術的發展不但有前瞻性及獨特性,並能提昇相關數位內容產業的發展。
    The applications of 3D virtual environments (such as Second Life and 3D online games) are becoming prevalent in recent years. In most current virtual environments, the behaviors of an avatar are controlled by a real user according to a limited set of functions provided by the system. It is highly desirable for the behaviors to be created and controlled by the computer because we can not only enhance the content richness of the environment with ease but also enable interesting social experiments to be done in virtual environments. We propose to use two years to conduct research on creating realistic behaviors for animated characters in virtual environments. We will design appropriate animation procedures and behavior models from the aspects of geometry, kinematics, dynamics, planning, emotion, and sociology. We will also integrate the implemented procedures into an existing virtual environment system to conduct simulation experiments on virtual colony and collective social behaviors. In the first year, we aim to enhance the realism of animation on individual avatars. The focus will be on using motion capture data to enhance the realism of procedural animation and creating emotional body motions with procedural animation. In the second year, we aim to model the internal state of an avatar and its interaction mechanism with others in order to conduct psychological level of behavior simulation. The focus will be on using the theoretical foundation of social psychology to build the cognitive and emotion models for simulation of collective behaviors with participation from real users. This work features using procedural animation to generate a great diversity of character animations and visually simulating collective behaviors in a user-participating virtual environment. We believe that this type of software technologies is unique and visionary and will contribute to the development of digital content related industries.
    關聯: 應用研究
    學術補助
    研究期間:9708~ 9807
    研究經費:571仟元
    資料類型: report
    顯示於類別:[資訊科學系] 國科會研究計畫

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