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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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Chapter 5. Interaction with Virtual Crowds for VRET of Agoraphobia<br />

5.7 Discussion<br />

Interest Point Definition. Our current implementation does not compute interest points<br />

automatically as in the offline method. Our totally random mode would probably benefit<br />

from such an implementation instead of randomly choosing from all characters (or the user).<br />

We believe this would allow this mode to seem much more natural than in its current state.<br />

Gaze modes. Other gaze modes could be created by adding an impact factor to some characters<br />

or objects as in the offline method. For example, we could allow a sculpture in the<br />

middle of a square to have a high impact. Many characters would then look at the sculpture<br />

and then switch to looking at other characters or the user. Similarly, we could use the random<br />

mode in which the user would have a high impact. Characters would then mostly look at the<br />

user but would also look at one another from time to time.<br />

Sound. This application could also greatly benefit from the addition of sound. Indeed, we<br />

believe that sound, and more specifically 3D sound, could greatly increase its realism and<br />

thus potentially allow the exposure to become much more anxiety provoking.<br />

5.8 Conclusion<br />

In this chapter, we have presented an application that allows interaction with virtual crowd<br />

characters in a CAVE environment. By using motion capture, we can determine where a user<br />

is positioned and what he/she is looking at. We use this data in order to let the characters<br />

perform gaze behaviors and waving gestures. The characters thus seem to be aware of the<br />

user and interact with him/her.<br />

We have explained in detail the method we use to determine the points of interest the<br />

characters should look at. We have also described how the original character motions should<br />

be adapted in order for them to perform the gaze behaviors. Finally, we have explained how<br />

this method differs from the one presented in the previous chapter in order for it to respond<br />

to online requirements.<br />

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