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Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

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List of Figures<br />

138<br />

3.1 Various VEs used for public speaking exercises. Top Left: Job interview<br />

simulation. Top Right: In an office, facing five people. Middle Left: Meeting<br />

in a bar. Middle Right: Meeting in a cafeteria. Bottom Left: Speech in front<br />

of an auditorium. Bottom Right: Sitting at the back of an auditorium. . . . 37<br />

3.2 Various designed characters. . . . . . . . . . . . . . . . . . . . . . . . . . 38<br />

3.3 Multiple <strong>text</strong>ures on a single mesh to obtain variety in character representations.<br />

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39<br />

3.4 Variations in character behavior depending on eye-tracking coordinates. Left:<br />

Attentive. Right: Distracted. . . . . . . . . . . . . . . . . . . . . . . . . . 42<br />

3.5 Overview of the offline architecture allowing the addition of gaze attention<br />

behaviors to virtual characters. . . . . . . . . . . . . . . . . . . . . . . . . 43<br />

3.6 Overview of the online architecture allowing the addition of gaze attention<br />

behaviors to virtual characters. . . . . . . . . . . . . . . . . . . . . . . . . 44<br />

4.1 Overall maximum scores Smax(t) for a character C. The different colors represent<br />

different interest points. tb and te respectively represent the beginning<br />

and the end of a gaze constraint. . . . . . . . . . . . . . . . . . . . . . . . 51<br />

4.2 Schematic representation of the parameters used for the elementary scoring.<br />

pc(t) is the character position at time t, pe(t) is the entity position at time t,<br />

α is the entity orientation in the character’s field of view, and β is the angle<br />

between the character and the entity forward directions. . . . . . . . . . . . 52<br />

4.3 Desynchronization between the eyes, head, and torso. The eyes start moving<br />

before the head and satisfy the constraint first. The head and cervicals start<br />

moving and satisfy the constraint before the remainder of the spine. . . . . 58<br />

4.4 Illustration of a character following an interest point with different sets of<br />

parameters. Top Left: Illustration of the periphery parameter. Top Right:<br />

Desynchronization between eyes, head, and torso. Bottom Left: Illustration<br />

of the attention parameter. Bottom Right: Illustration of the presence/absence<br />

of desynchronization between eyes, head, and torso. . . . . . . . . . . . . . 59<br />

4.5 Examples of gaze attention behaviors in a crowd animation. . . . . . . . . . 60<br />

5.1 Hardware setup in the CAVE environment. . . . . . . . . . . . . . . . . . . 64<br />

5.2 Crowd engine real-time simulation loop pipeline. . . . . . . . . . . . . . . 65<br />

5.3 A user’s gesture is recognized by the point & figure chart as a wave. The<br />

looked at character therefore waves back. . . . . . . . . . . . . . . . . . . 70<br />

5.4 Results obtained with the integration of our gaze behaviors into a real-time<br />

crowd animation engine. Top left: User-centered gaze behaviors. Top right:<br />

Interest-centered gaze behaviors. Bottom left: User or interest gaze behaviors.<br />

Bottom right: Random gaze behaviors. . . . . . . . . . . . . . . . . . 71<br />

6.1 System setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74<br />

6.2 Eye-tracking device, Left: eye-tracker. Right: subject wearing the device,<br />

seated in front of the back-projection screen (Photo: Alain Herzog). . . . . 75

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