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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 (II)
    其他題名: Automatic Generation of Realistic Behaviors for Virtual Characters in 3D Multi-User Virtual (II)
    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: 2009
    上傳時間: 2012-11-12 11:04:49 (UTC+8)
    摘要: 近年來,3D 虛擬環境的應用(如Second Life 及3D 連線遊戲)越來越多。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模擬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。在本年度(97)目前正進行的研究中,我們以提高個別虛擬角色之動畫的真實性為目標,利用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。在下年度(98)的研究計畫裡,我們的目標將放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,以進行人群集體行為的模擬實驗。本研究的特色在於以程序式動畫的方式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,並能提昇數位內容相關產業的發展。
    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 virtual environment with ease but also enable interesting social experiments to be done in virtual environments. We have proposed to use two years to conduct research on creating realistic behaviors for animated characters in virtual environments. Appropriate animation procedures and behavior models are designed from the aspects of geometry, kinematics, dynamics, planning, emotion, and sociology. The implemented procedures are integrated into an existing virtual environment system to conduct simulation experiments on virtual colony and collective social behaviors. In this year, we have been researching on enhancing the realism of animation on individual avatars. The focus is on using motion capture data to enhance the realism of procedural animation and creating emotional body motions with procedural animation. In the coming year, we propose 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 the use of 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:9808~ 9907
    研究經費:826仟元
    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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