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...

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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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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
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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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dc.publisher.faculty.spa.fl_str_mv Facultad de Ingeniería
dc.publisher.grantor.spa.fl_str_mv Universidad Militar Nueva Granada
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spelling 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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