Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo
Este trabajo presenta nuevas especificaciones de diseño para rigs de esqueleto basado en problemas encontrados en Entornos Virtuales, tomando en cuenta sus limitaciones y requerimientos, y la relación entre los usuarios y el avatar que encarnan. Este acercamiento es una alternativa al rig de esquele...
- Autores:
-
Sierra Picón, Gabriel de Jesús
- Tipo de recurso:
- Trabajo de grado de pregrado
- Fecha de publicación:
- 2021
- Institución:
- Universidad Militar Nueva Granada
- Repositorio:
- Repositorio UMNG
- Idioma:
- spa
- OAI Identifier:
- oai:repository.unimilitar.edu.co:10654/38519
- Acceso en línea:
- http://hdl.handle.net/10654/38519
- Palabra clave:
- REALIDAD VIRTUAL
SIMULACION POR COMPUTADORES
Avatar
Rigging
Virtual Environments
Virtual Reality
Avatar
Rigging
Entornos Virtuales
Realidad Virtual
- Rights
- openAccess
- License
- http://creativecommons.org/licenses/by-nc-nd/4.0/
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|
dc.title.spa.fl_str_mv |
Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo |
dc.title.translated.spa.fl_str_mv |
Non-Traditional Rig for virtual environment systems. Case study: Arm rig |
title |
Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo |
spellingShingle |
Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo REALIDAD VIRTUAL SIMULACION POR COMPUTADORES Avatar Rigging Virtual Environments Virtual Reality Avatar Rigging Entornos Virtuales Realidad Virtual |
title_short |
Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo |
title_full |
Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo |
title_fullStr |
Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo |
title_full_unstemmed |
Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo |
title_sort |
Rig No-Tradicional para entornos virtuales. Caso de estudio: Rig del Brazo |
dc.creator.fl_str_mv |
Sierra Picón, Gabriel de Jesús |
dc.contributor.advisor.none.fl_str_mv |
Rocha Castaño, Carlos Sarmiento, Wilson Manrique |
dc.contributor.author.none.fl_str_mv |
Sierra Picón, Gabriel de Jesús |
dc.subject.lemb.spa.fl_str_mv |
REALIDAD VIRTUAL SIMULACION POR COMPUTADORES |
topic |
REALIDAD VIRTUAL SIMULACION POR COMPUTADORES Avatar Rigging Virtual Environments Virtual Reality Avatar Rigging Entornos Virtuales Realidad Virtual |
dc.subject.keywords.spa.fl_str_mv |
Avatar Rigging Virtual Environments Virtual Reality |
dc.subject.proposal.spa.fl_str_mv |
Avatar Rigging Entornos Virtuales Realidad Virtual |
description |
Este trabajo presenta nuevas especificaciones de diseño para rigs de esqueleto basado en problemas encontrados en Entornos Virtuales, tomando en cuenta sus limitaciones y requerimientos, y la relación entre los usuarios y el avatar que encarnan. Este acercamiento es una alternativa al rig de esqueleto tradicionalmente usado en animación, que puede generar deformaciones indeseadas en el mesh, ya que suelen ser hechos con animación artesanal, y optimización de software, en mente. Este Trabajo incluye resultados prometedores en cuanto a una deformación más natural de la muñeca de un personaje digital, validado con la evaluación subjetiva de ocho expertos en el área de producción 3D. |
publishDate |
2021 |
dc.date.accessioned.none.fl_str_mv |
2021-08-27T19:12:09Z |
dc.date.available.none.fl_str_mv |
2021-08-27T19:12:09Z |
dc.date.issued.none.fl_str_mv |
2021-04-12 |
dc.type.local.spa.fl_str_mv |
Tesis/Trabajo de grado - Monografía - Pregrado |
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info:eu-repo/semantics/bachelorThesis |
dc.type.coar.*.fl_str_mv |
http://purl.org/coar/resource_type/c_7a1f |
format |
http://purl.org/coar/resource_type/c_7a1f |
dc.identifier.uri.none.fl_str_mv |
http://hdl.handle.net/10654/38519 |
dc.identifier.instname.spa.fl_str_mv |
instname:Universidad Militar Nueva Granada |
dc.identifier.reponame.spa.fl_str_mv |
reponame:Repositorio Institucional Universidad Militar Nueva Granada |
dc.identifier.repourl.spa.fl_str_mv |
repourl:https://repository.unimilitar.edu.co |
url |
http://hdl.handle.net/10654/38519 |
identifier_str_mv |
instname:Universidad Militar Nueva Granada reponame:Repositorio Institucional Universidad Militar Nueva Granada repourl:https://repository.unimilitar.edu.co |
dc.language.iso.spa.fl_str_mv |
spa |
language |
spa |
dc.relation.references.spa.fl_str_mv |
Bailenson, J. N., Yee, N., Merget, D. & Schroeder, R., 2006. The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction. Presence: Teleoperators and Virtual Environments, 8, Volume 15, p. 359–372. https://doi.org/10.1162/pres.15.4.359 Baran, I. & Popovi, J., 2007. Automatic rigging and animation of 3D characters. New York, New York, USA, ACM Press, p. 72. https://doi.org/10.1145/1275808.1276467 Bhatti, Z. & Shah, A., 2012. Widget based automated rigging of bipedal character with custom manipulators. New York, New York, USA, ACM Press, p. 337–340. https://doi.org/10.1145/2407516.2407593 Bovet, S. et al., 2018. The Critical Role of Self-Contact for Embodiment in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics, Volumen 24, p. 1428–1436. https://doi.org/10.1109/TVCG.2018.2794658 Callejas Cuervo, M., Díaz, G. M. & Ruíz-Olaya, A. F., 2015. Integration of emerging motion capture technologies and videogames for human upper-limb telerehabilitation: A systematic review. DYNA, 2, Volumen 82, p. 68–75. https://doi.org/10.15446/dyna.v82n189.42066 Gonzalez-Franco, M. et al., 2020. The Self-Avatar Follower Effect in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), p. 18–25. https://doi.org/10.1109/vr46266.2020.00019 Hägni, K. et al., 2008. Observing virtual arms that you imagine are yours increases the galvanic skin response to an unexpected threat. PLoS ONE, Volumen 3, p. 1–6. https://doi.org/10.1371/journal.pone.0003082 Le Naour, T., Courty, N. & Gibet, S., 2019. Skeletal mesh animation driven by few positional constraints. Computer Animation and Virtual Worlds, 5.Volumen 30. https://doi.org/10.1002/cav.1900 Ma, J. & Choi, S., 2014. Kinematic skeleton extraction from 3D articulated models. Computer-Aided Design, 1, Volumen 46, p. 221–226. https://doi.org/10.1016/j.cad.2013.08.036 Mathee, H. & Haux, B., 2016. Portable real-time character rigs for virtual reality experiences. New York, NY, USA, Association for Computing Machinery, Inc, p. 5–6. https://doi.org/10.1145/2947688.2947694 Noh, S.-T., Takahashi, K., Adachi, M. & Igarashi, T., 2020. Shape refinement and rigging of raw-scanned 3D volume by a user-specified skeleton. Computers & Graphics, 4, Volumen 87, p. 80–88. https://doi.org/10.1016/j.cag.2020.01.009 Pan, J. et al., 2009. Automatic rigging for animation characters with 3D silhouette. Computer Animation and Virtual Worlds, 6, Volumen 20, p. 121–131. https://doi.org/10.1002/cav.284 Pantuwong, N. & Sugimoto, M., 2011. A fully automatic rigging algorithm for 3D character animation. New York, New York, USA, ACM Press, p. 1. https://doi.org/10.1145/2073304.2073337 Pavllo, D., Porssut, T., Herbelin, B. & Boulic, R., 2018. Real-Time Finger Tracking Using Active Motion Capture: A Neural Network Approach Robust to Occlusions. New York, NY, USA, Association for Computing Machinery. https://doi.org/10.1145/3274247.3274501 Smith, H. J. & Neff, M., 2018. Communication behavior in Embodied virtual reality. Conference on Human Factors in Computing Systems - Proceedings, Volumen 2018-April, p. 1–12. https://doi.org/10.1145/3173574.3173863 Toothman, N. & Neff, M., 2019. The impact of avatar tracking errors on user experience in VR. 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings, p. 756–766. https://doi.org/10.1109/VR.2019.8798108 Vargas Molano, J. S., Díaz, G. M. & Sarmiento, W. J., 2019. Parametric Facial Animation for Affective Interaction Workflow for Avatar Retargeting. Electronic Notes in Theoretical Computer Science, 5, Volumen 343, p. 73–88. https://doi.org/10.1016/j.entcs.2019.04.011 Volonte, M. et al., 2016. Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations. IEEE Transactions on Visualization and Computer Graphics, Volumen 2626, p. 1–1. https://doi.org/10.1109/TVCG.2016.2518158 Wu, D., Weng, D. & Xue, S., 2016. Virtual Reality System as an affective medium to induce specific emotion: A validation study. Electronic Imaging, 2, Volumen 2016, p. 1–6. https://doi.org/10.2352/ISSN.2470-1173.2016.4.ERVR-419 Xia, S. et al., 2017. A Survey on Human Performance Capture and Animation. Journal of Computer Science and Technology, 5, Volumen 32, p. 536–554. https://doi.org/10.1007/s11390-017-1742-y Yee, N., Bailenson, J. N. & Ducheneaut, N., 2009. The proteus effect: Implications of transformed digital self-representation on online and offline behavior. s.l.:s.n. https://doi.org/10.1177/0093650208330254 |
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Attribution-NonCommercial-NoDerivatives 4.0 International |
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Acceso abierto |
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http://creativecommons.org/licenses/by-nc-nd/4.0/ http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial-NoDerivatives 4.0 International Acceso abierto |
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Calle 100 |
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Ingeniería Multimedia |
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Facultad de Ingeniería |
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Universidad Militar Nueva Granada |
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Universidad Militar Nueva Granada |
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Rocha Castaño, CarlosSarmiento, Wilson ManriqueSierra Picón, Gabriel de JesúsIngeniero Multimedia2021-08-27T19:12:09Z2021-08-27T19:12:09Z2021-04-12http://hdl.handle.net/10654/38519instname:Universidad Militar Nueva Granadareponame:Repositorio Institucional Universidad Militar Nueva Granadarepourl:https://repository.unimilitar.edu.coEste trabajo presenta nuevas especificaciones de diseño para rigs de esqueleto basado en problemas encontrados en Entornos Virtuales, tomando en cuenta sus limitaciones y requerimientos, y la relación entre los usuarios y el avatar que encarnan. Este acercamiento es una alternativa al rig de esqueleto tradicionalmente usado en animación, que puede generar deformaciones indeseadas en el mesh, ya que suelen ser hechos con animación artesanal, y optimización de software, en mente. Este Trabajo incluye resultados prometedores en cuanto a una deformación más natural de la muñeca de un personaje digital, validado con la evaluación subjetiva de ocho expertos en el área de producción 3D.1- Introducción 2- Trabajos Previos 3- Nuestro Enfoque 4- Experimento y Resultados 5- ConclusiónThis paper presents new design specifications for skeleton rigs based on Virtual Environment problems, taking into account their limitations and requirements, and the relationship between users and the virtual avatar they embody. This approach is an alternative to traditional skeleton rigs used in animation, which may generate undesirable deformations in the mesh since they are usually made with handcrafted animation, and software optimization, in mind. This work includes promissory results in the naturalness of the deformation of the wrist of a digital character, validated with eight experts’ subjective evaluation in 3D production.Pregradoapplicaction/pdfspahttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 InternationalAcceso abiertoRig No-Tradicional para entornos virtuales. Caso de estudio: Rig del BrazoNon-Traditional Rig for virtual environment systems. Case study: Arm rigREALIDAD VIRTUALSIMULACION POR COMPUTADORESAvatarRiggingVirtual EnvironmentsVirtual RealityAvatarRiggingEntornos VirtualesRealidad VirtualTesis/Trabajo de grado - Monografía - Pregradoinfo:eu-repo/semantics/bachelorThesishttp://purl.org/coar/resource_type/c_7a1fIngeniería MultimediaFacultad de IngenieríaUniversidad Militar Nueva GranadaBailenson, J. N., Yee, N., Merget, D. & Schroeder, R., 2006. The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction. Presence: Teleoperators and Virtual Environments, 8, Volume 15, p. 359–372. https://doi.org/10.1162/pres.15.4.359Baran, I. & Popovi, J., 2007. Automatic rigging and animation of 3D characters. New York, New York, USA, ACM Press, p. 72. https://doi.org/10.1145/1275808.1276467Bhatti, Z. & Shah, A., 2012. Widget based automated rigging of bipedal character with custom manipulators. New York, New York, USA, ACM Press, p. 337–340. https://doi.org/10.1145/2407516.2407593Bovet, S. et al., 2018. The Critical Role of Self-Contact for Embodiment in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics, Volumen 24, p. 1428–1436. https://doi.org/10.1109/TVCG.2018.2794658Callejas Cuervo, M., Díaz, G. M. & Ruíz-Olaya, A. F., 2015. Integration of emerging motion capture technologies and videogames for human upper-limb telerehabilitation: A systematic review. DYNA, 2, Volumen 82, p. 68–75. https://doi.org/10.15446/dyna.v82n189.42066Gonzalez-Franco, M. et al., 2020. The Self-Avatar Follower Effect in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), p. 18–25. https://doi.org/10.1109/vr46266.2020.00019Hägni, K. et al., 2008. Observing virtual arms that you imagine are yours increases the galvanic skin response to an unexpected threat. PLoS ONE, Volumen 3, p. 1–6. https://doi.org/10.1371/journal.pone.0003082Le Naour, T., Courty, N. & Gibet, S., 2019. Skeletal mesh animation driven by few positional constraints. Computer Animation and Virtual Worlds, 5.Volumen 30. https://doi.org/10.1002/cav.1900Ma, J. & Choi, S., 2014. Kinematic skeleton extraction from 3D articulated models. Computer-Aided Design, 1, Volumen 46, p. 221–226. https://doi.org/10.1016/j.cad.2013.08.036Mathee, H. & Haux, B., 2016. Portable real-time character rigs for virtual reality experiences. New York, NY, USA, Association for Computing Machinery, Inc, p. 5–6. https://doi.org/10.1145/2947688.2947694Noh, S.-T., Takahashi, K., Adachi, M. & Igarashi, T., 2020. Shape refinement and rigging of raw-scanned 3D volume by a user-specified skeleton. Computers & Graphics, 4, Volumen 87, p. 80–88. https://doi.org/10.1016/j.cag.2020.01.009Pan, J. et al., 2009. Automatic rigging for animation characters with 3D silhouette. Computer Animation and Virtual Worlds, 6, Volumen 20, p. 121–131. https://doi.org/10.1002/cav.284Pantuwong, N. & Sugimoto, M., 2011. A fully automatic rigging algorithm for 3D character animation. New York, New York, USA, ACM Press, p. 1. https://doi.org/10.1145/2073304.2073337Pavllo, D., Porssut, T., Herbelin, B. & Boulic, R., 2018. Real-Time Finger Tracking Using Active Motion Capture: A Neural Network Approach Robust to Occlusions. New York, NY, USA, Association for Computing Machinery. https://doi.org/10.1145/3274247.3274501Smith, H. J. & Neff, M., 2018. Communication behavior in Embodied virtual reality. Conference on Human Factors in Computing Systems - Proceedings, Volumen 2018-April, p. 1–12. https://doi.org/10.1145/3173574.3173863Toothman, N. & Neff, M., 2019. The impact of avatar tracking errors on user experience in VR. 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings, p. 756–766. https://doi.org/10.1109/VR.2019.8798108Vargas Molano, J. S., Díaz, G. M. & Sarmiento, W. J., 2019. Parametric Facial Animation for Affective Interaction Workflow for Avatar Retargeting. Electronic Notes in Theoretical Computer Science, 5, Volumen 343, p. 73–88. https://doi.org/10.1016/j.entcs.2019.04.011Volonte, M. et al., 2016. Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations. IEEE Transactions on Visualization and Computer Graphics, Volumen 2626, p. 1–1. https://doi.org/10.1109/TVCG.2016.2518158Wu, D., Weng, D. & Xue, S., 2016. Virtual Reality System as an affective medium to induce specific emotion: A validation study. Electronic Imaging, 2, Volumen 2016, p. 1–6. https://doi.org/10.2352/ISSN.2470-1173.2016.4.ERVR-419Xia, S. et al., 2017. A Survey on Human Performance Capture and Animation. Journal of Computer Science and Technology, 5, Volumen 32, p. 536–554. https://doi.org/10.1007/s11390-017-1742-yYee, N., Bailenson, J. N. & Ducheneaut, N., 2009. The proteus effect: Implications of transformed digital self-representation on online and offline behavior. s.l.:s.n. https://doi.org/10.1177/0093650208330254Calle 100ORIGINALSierraPiconGabrielDeJesus2021.pdfSierraPiconGabrielDeJesus2021.pdfTrabajo de gradoapplication/pdf534021http://repository.unimilitar.edu.co/bitstream/10654/38519/1/SierraPiconGabrielDeJesus2021.pdfaf4a091785fd269232c6a9d3d089f39dMD51LICENSElicense.txtlicense.txttext/plain; charset=utf-83420http://repository.unimilitar.edu.co/bitstream/10654/38519/2/license.txta609d7e369577f685ce98c66b903b91bMD52THUMBNAILSierraPiconGabrielDeJesus2021.pdf.jpgSierraPiconGabrielDeJesus2021.pdf.jpgIM Thumbnailimage/jpeg5839http://repository.unimilitar.edu.co/bitstream/10654/38519/3/SierraPiconGabrielDeJesus2021.pdf.jpg03cef2ec44b2db714017abcb0358068bMD5310654/38519oai:repository.unimilitar.edu.co:10654/385192021-08-28 01:03:35.743Repositorio Institucional 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