Realistic Virtual Humans for Cultural Heritage Applications

Effie Karuzaki, Nikolaos Partarakis, Nikolaos Patsiouras, Emmanouil Zidianakis, Antonios Katzourakis, Antreas Pattakos, Danae Kaplanidi, Evangelia Baka, Nedjma Cadi, Nadia Magnenat‐Thalmann,

Heritage · 2021 · 58 citations · 35 references

DOIFull text

Open access

Concepts

TL;DR

Virtual Humans are increasingly used in interactive Virtual Cultural Heritage presentations, yet creating realistic ones has traditionally required costly motion‑capture studios and extensive 3D animation resources. This study presents a workflow to align and fine‑tune Virtual Humans’ appearance to their roles and affective components, leveraging wearable mocap and software advances. The workflow starts with motion capture and segmentation, then retargets and animates avatars with lip sync and face morphing, and is validated in VR at the Mastic Museum of Chios and on‑site via AR. Formative evaluation confirms the hypothesis and yields guidelines for replicating the workflow.

Abstract

Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance to their roles and highlights the importance of affective components. Building realistic Virtual Humans was traditionally a great challenge requiring a professional motion capturing studio and heavy resources in 3D animation and design. In this paper, a workflow for their implementation is presented, based on current technological trends in wearable mocap systems and advancements in software technology for their implementation, animation, and visualization. The workflow starts from motion recording and segmentation to avatar implementation, retargeting, animation, lip synchronization, face morphing, and integration to a virtual or physical environment. The testing of the workflow occurs in a use case for the Mastic Museum of Chios and the implementation is validated both in a 3D virtual environment accessed through Virtual Reality and on-site at the museum through an Augmented Reality application. The findings, support the initial hypothesis through a formative evaluation, and lessons learned are transformed into a set of guidelines to support the replication of this work.

References

35