Avatar: Difference between revisions

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== Formal and informal standards ==


* The [http://h-anim.org/Specifications/H-Anim200x/ISO_IEC_FCD_19774/ SO/IEC FCD 19774 — Humanoid animation (H-Anim)] standard {{quotation|specifies the structure and manipulation of H-Anim figures. H-Anim figures are articulated 3D representations that depict animated characters. While H-Anim figures are intended to represent human-like characters, they are a general concept that is not limited to the same number of limbs, heads, and other pieces body parts that are typical of human beings.}}
== Models ==


* The [http://tcc.itc.it/i3p/research/smil-agent/ i3p] group is working on a standard for [[SMIL]]
== Formal standards ==
 
; H-Anim
The [http://h-anim.org/Specifications/H-Anim200x/ISO_IEC_FCD_19774/ SO/IEC FCD 19774 — Humanoid animation (H-Anim)] standard {{quotation|specifies the structure and manipulation of H-Anim figures. H-Anim figures are articulated 3D representations that depict animated characters. While H-Anim figures are intended to represent human-like characters, they are a general concept that is not limited to the same number of limbs, heads, and other pieces body parts that are typical of human beings.}}
 
; MPEG-4 - ISO/IEC 14496-16
The Animation Framework extension (AFX – pronounced "effects") provides an integrated toolbox for building attractive and powerful synthetic MPEG-4 environments. It is quite difficult to find an easy and complete overview.
It includes a face and body (FBA) specification, Skeleton, Muscle & Skin (SMS) content, a Bone-Based Animation (BBA) paradigm. You can buy this [http://www.iso.org/iso/iso_catalogue/catalogue_tc/catalogue_detail.htm?csnumber=44097 ISO/IEC 14496-16:2006] standard for CHF 244 (about 160 Euros).
* This is a fairly complex standard. E.g. the BAP body subset includes about 183 rotation points and 110 user defined parameters. The face has 84 standardized points and 66 low level animation parameters for the Face.
 
=== Informal work on standards ===
 
; VHML
[http://www.vhml.org/ Virtual Human Markup Language] (VHML) is an XML-based language {{quotation|designed to accommodate the various aspects of Human-Computer Interaction with regards to Facial Animation, Body Animation, Dialogue Manager interaction, Text to Speech production, Emotional Representation plus Hyper and Multi Media information}} (retrieved 15:35, 28 November 2008 (UTC)). It includes several subsystems.
 
; MetaFace Framework
The [http://www.metaface.computing.edu.au/ MetaFace Framework] {{quotation|aims to provide developers with an extensible anthropomorphic framework to achieve intuitive user interaction for websites. This will enable developers to construct websites based on anthropomorphic metaphors, such as, lecturers, shopkeepers, bank tellers, and tour guides. The MetaFace framework involves three main areas of research: Embodied Conversational Agents (ECAs), framework architectures, and computer interface metaphors}} This project ended in 2004.
 
; A SMIL standard ?
The [http://tcc.itc.it/i3p/research/smil-agent/ i3p] group is working on a ''SMILL-Agent''' standard for [[SMIL]]




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* [http://en.wikipedia.org/wiki/Avatar_(computing) Avatar (computing)] (Wikipedia). Non-technical overview of avatars
* [http://en.wikipedia.org/wiki/Avatar_(computing) Avatar (computing)] (Wikipedia). Non-technical overview of avatars
* [http://en.wikipedia.org/wiki/Computer_facial_animation Computer facial animation] (Wikipedia)
* [http://en.wikipedia.org/wiki/Computer_facial_animation Computer facial animation] (Wikipedia). This is a fairly good technical article.
* [http://en.wikipedia.org/wiki/Computer_animation Computer animation] (Wikipedia). Good technical overview article.
* [http://en.wikipedia.org/wiki/Skeletal_animation Skeletal animation] (Wikipedia)
* [http://en.wikipedia.org/wiki/Stick_figure Stick figure] (Wikipedia).


=== Standards ===
=== Standards ===
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* [http://herbert.gandraxa.com/herbert/dia.asp Designing Isometric Avatars]. Several well written articles by Herber Glarner. But the focus is on small animated GIFs.
* [http://herbert.gandraxa.com/herbert/dia.asp Designing Isometric Avatars]. Several well written articles by Herber Glarner. But the focus is on small animated GIFs.
* [http://www-artemis.int-evry.fr/~preda/MPEG-4/CGI04/AFX_4.Animation.pdf Animation Tools within MPEG-4] Slides by Marius Preda.


=== Avatar design - artistic ===
=== Avatar design - artistic ===
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=== Examples ===
=== Examples ===


*  
* [http://en.wikipedia.org/wiki/Pivot_Stickfigure_Animator Pivot Stickfigure Animator] (Wikipedia).
* [http://en.wikipedia.org/wiki/Avatars_United Avatars United] (Wikipedia). This website lets people show off their avatars from various virtual environments...
* [http://en.wikipedia.org/wiki/Avatars_United Avatars United] (Wikipedia). This website lets people show off their avatars from various virtual environments...
* [http://mecca.louisville.edu/~msabry/projects/cskel.htm Variational Curve Skeletons]


[[Category: Multimedia]]
[[Category: Multimedia]]
[[Category: Technology]]
[[Category: Technologies]]
[[Category: Virtual environments]]
[[Category: XML]]

Revision as of 17:35, 28 November 2008

Draft

Definition

Models

Formal standards

H-Anim

The SO/IEC FCD 19774 — Humanoid animation (H-Anim) standard “specifies the structure and manipulation of H-Anim figures. H-Anim figures are articulated 3D representations that depict animated characters. While H-Anim figures are intended to represent human-like characters, they are a general concept that is not limited to the same number of limbs, heads, and other pieces body parts that are typical of human beings.”

MPEG-4 - ISO/IEC 14496-16

The Animation Framework extension (AFX – pronounced "effects") provides an integrated toolbox for building attractive and powerful synthetic MPEG-4 environments. It is quite difficult to find an easy and complete overview. It includes a face and body (FBA) specification, Skeleton, Muscle & Skin (SMS) content, a Bone-Based Animation (BBA) paradigm. You can buy this ISO/IEC 14496-16:2006 standard for CHF 244 (about 160 Euros).

  • This is a fairly complex standard. E.g. the BAP body subset includes about 183 rotation points and 110 user defined parameters. The face has 84 standardized points and 66 low level animation parameters for the Face.

Informal work on standards

VHML

Virtual Human Markup Language (VHML) is an XML-based language “designed to accommodate the various aspects of Human-Computer Interaction with regards to Facial Animation, Body Animation, Dialogue Manager interaction, Text to Speech production, Emotional Representation plus Hyper and Multi Media information” (retrieved 15:35, 28 November 2008 (UTC)). It includes several subsystems.

MetaFace Framework

The MetaFace Framework “aims to provide developers with an extensible anthropomorphic framework to achieve intuitive user interaction for websites. This will enable developers to construct websites based on anthropomorphic metaphors, such as, lecturers, shopkeepers, bank tellers, and tour guides. The MetaFace framework involves three main areas of research: Embodied Conversational Agents (ECAs), framework architectures, and computer interface metaphors” This project ended in 2004.

A SMIL standard ?

The i3p group is working on a SMILL-Agent' standard for SMIL


Links

General

Standards

Tutorials

Avatar design - artistic

Examples