Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL
Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL
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3.3. Eye-Tracking For Interaction<br />
Figure 3.3: Multiple <strong>text</strong>ures on a single mesh to obtain variety in character representations.<br />
3.2.4 Scripts<br />
As previously mentioned, the existing architecture developed in VRLab allowed the use of<br />
Python scripts in order to give instructions as to how the scenarios should unfold. We have<br />
thus created different scripts for the various scenarios in order to instruct the characters on<br />
what they should do. A simple view of the general animation loop is shown in Algorithm 3.1:<br />
Before launching the script containing the general animation loop, an initialization script<br />
is executed in order to define the characters which are present in the scene and their original<br />
posture. Now that we have explained how we setup our various characters in various scenarios,<br />
we discuss in more detail how we animate them and assign them different behaviors.<br />
3.3 Eye-Tracking For Interaction<br />
In order to use VR as a tool in CBT, and more specifically, in the treatment of phobias or<br />
other social related problems, patients need to feel present in the VEs and feel the presence of<br />
its characters. When it comes to characters, in order for the sense of presence to be increased,<br />
both their representation and behavior have to be worked on in parallel, otherwise, sense of<br />
presence decreases [Garau et al., <strong>20</strong>03]. This is also known as the “uncanny valley” effect,<br />
which has first been presented in the field of robotics [Mori, 1970]. This need is especially<br />
true in the case of social phobia, since patients need to feel as if they were in a real situation;<br />
they need to experience the anxiety they would experience in-vivo and feel that they are<br />
really facing a character that understands their presence. In other words, since we are already<br />
quite good in virtual human representations, what is needed is an increase in realism in their<br />
behaviors. The difficulty is that as humans, we are experts in human behavior. It makes it<br />
much harder to create credible characters. Much research has already been conducted in this<br />
aim, such as speech synthesis, character modeling or animation.<br />
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