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Only fifty years ago, computers were barely able to compute useful
mathematical functions. Twenty-five years ago, enthusiastic computer
researchers were predicting that all sorts of human tasks from game-playing to
automatic robots that travel and communicate with us would be in our future.
Today's truth lies somewhere in-between. We have balanced our expectations of
complete machine autonomy with a more rational view that machines should
assist people to accomplish meaningful, difficult, and often enormously
complex tasks. When those tasks involve human interaction with the physical
world, computational representations of the human body can be used to escape
the constraints of presence, safety, and even physicality.
Virtual humans are computer models of people that can be used
- as substitutes for ``the real thing'' in ergonomic evaluations of
computer-based designs for vehicles, work areas, machine tools,
assembly lines, etc., prior to the actual construction of those
spaces;
- for embedding real-time representations of ourselves or other live
participants into virtual environments.
Recent improvements in computation speed and control methods have allowed the
portrayal of 3D humans suitable for interactive and real-time applications.
There are many reasons to design specialized human models that individually
optimize character, performance, intelligence, and so on. Many research and
development efforts concentrate on one or two of these criteria.
In the efforts that we describe here, we cross several
domains which in turn build from various interrelated facets of human beings
(Fig. 1):
- Human Factors Analysis: Human size, capabilities, behavior, and
performance affects work in and use of designed environments.
- Real-Time Agents and Avatars: People come from different cultures and
have different personalities; this richness and diversity must be reflected in
virtual humans since it influences appearance as well as reaction and choice.
- Instruction Understanding and Generation: Humans communicate with one
another within a rich context of shared language, senses, and experience and
this needs to be extended to computer-generated agents and avatars.
- Bio-Medical Simulation: The human machine is a complex of physical
structures and functions; to understand human behavior, physiological
responses, and injuries we need to represent biological systems.
- Motion and Shape Analysis: Understanding what we perceive when we
see or sense the world leads to models of the physical world (physics) and the
geometric shapes and deformations of objects.
From these virtual humans research areas, many current, emergent, or future
major applications are enabled:
- Engineering: Analysis and simulation for virtual prototyping and
simulation-based design.
- Virtual-Conferencing: Efficient tele-conferencing using virtual
representations of participants to reduce transmission bandwidth requirements.
- Interaction: Agents and avatars that insert real-time humans into
virtual worlds with virtual reality.
- Monitoring: Acquiring, interpreting, and understanding shape and motion
data on human movement, performance, activities, or intent.
- Virtual Environments: Living and working in a virtual place for
visualization, analysis, training, or just the experience.
- Games: Real-time characters with actions and personality for fun and
profit.
- Training: Skill development, team coordination, and decision-making.
- Education: Distance mentoring, interactive assistance, and personalized
instruction.
- Military: Battlefield simulation with individual participants, team
training, and peace-keeping operations.
- Design/Maintenance: Design for access, ease of repair, safety, tool
clearance, visibility, and hazard avoidance.
Besides general industry-driven improvements in the underlying computer and
graphical display technologies themselves, virtual humans will enable quantum
leaps in applications requiring personal and live participation.
Figure 1: Virtual human applications, technology, and science.
In building models of virtual humans, there are varying notions of
virtual fidelity. Understandably, these are application dependent. For
example, fidelity to human size, capabilities, and joint and strength limits
are essential to some applications such as design evaluation; whereas in
games, training, and military simulations, temporal fidelity (real-time
behavior) is essential. In our efforts we have attacked both.
Understanding that different applications require different sorts of virtual
fidelity leads to the question of what makes a virtual human ``right''?
- What do you want to do with it?
- What do you want it to look like?
- What characteristics are important to success of the application?
Unfortunately the state of research in virtual humans is not as advanced as to
make the proper selection a matter of buying off-the-shelf systems. There are
gradations of fidelity in the models: some models are very advanced in a
narrow area but lack other desirable features.
In a very general way, we can
characterize the state of virtual human modeling along at least five
dimensions:
- Appearance: Cartoon shape -----+--> Physiologically accurate model
- Function: Cartoon actions -----+-> Human limitations
- Time: Off-line generation -----+-> Real-time production
- Autonomy: Direct animation -----+--> Intelligent
- Individuality: Specific person ---+----> Varying personalities
The arrows and hash marks are meant to be qualitative indicators of where we
think usable technology exists today. Understanding that the arrows can
actually extend an undetermined distance to the right, the idea is nonetheless
being conveyed that we (and others) have proceeded rather far beyond the
individual rendering of still frames as realized by traditional hand animation
or even computer assisted cartoon animation. If we need to invoke them, the
appearance of increasingly accurate physiologically- and
biomechically-grounded human models may be obtained. We can create virtual
humans with functional limitations that go beyond cartoons into
instantiations of known human factors data. Animated virtual humans can be
created in human time scales through motion capture or computer
synthesis. Virtual humans are also beginning to exhibit the early stages of
automony and intelligence as they react and make decisions in novel,
changing environments rather than being forced into fixed movements. Finally,
rather preliminary investigations are underway to create characters with
individuality and personality who react to and interact with other real or
virtual
people [21,22,9,29,34,40].
The University of Pennsylvania has been very actively engaged in research and
development of human-like simulated figures. Our interest in human simulation
is not unique, but the complex of activities surrounding our approach is. The
framework for our research is a software system called Jack [3].
Jack is an interactive system for definition, manipulation, animation, and
performance analysis of virtual human figures. Our philosophy has led to a
particular realization of a virtual human model that pushes the above five
dimensions toward the right:
- can be substituted for live individuals for workspace or cockpit
evaluation.
- demonstrates various (useful) human limitations, constraints, and
capabilities.
- may be moved live (in real-time) by position and orientation information
or other motion generators such as walk-to or look-at.
- may have its actions synthesized by a program so that it can make its own
decisions, navigate spaces, and so on.
- represents ``anyone'' rather than a single specific person or
character.
Virtual humans are different than simplified cartoon and game characters.
What are the characteristics of this difference and why are virtual humans
more difficult to construct? After all, anyone who goes to the movies can see
marvelous synthetic characters (aliens, toys, dinosaurs, etc.), but they have
been created typically for one scene or one movie and are not meant to be
re-used (except possibly by the animator -- and certainly not by the viewer).
The difference lies in the interactivity and autonomy of virtual
humans. What makes a virtual human human is not just a well-executed
exterior design but movements, reactions, and decision-making which appear
``natural,'' appropriate, and contextually-sensitive.
Next: Agents and Avatars
Up: Virtual Humans for Animation
Previous: Virtual Humans for Animation
Dr. Norman Badler
Thu Apr 17 08:17:25 EDT 1997