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