Motion Recognition of Self & Others on Realistic 3 D Avatars

Current 3D capture and modeling technology can rapidly generate highly photo-realistic 3D avatars of human subjects. However, while the avatars look like their human counterparts, their movements often do not mimic their own due to existing challenges in accurate motion capture and re-targeting. A better understanding of factors that influence the perception of biological motion would be valuable for creating virtual avatars that capture the essence of their human subjects. To investigate these issues, we captured 22 subjects walking in an open space. We then performed a study where participants were asked to identify their own motion in varying visual representations and scenarios. Similarly, participants were asked to identify the motion of familiar individuals. Unlike prior studies that used captured footage with simple “point-light” displays, we rendered the motion on photo-realistic 3D virtual avatars of the subject. We found that self-recognition was significantly higher for virtual avatars than with point-light representations. Users were more confident of their responses when identifying their motion presented on their virtual avatar. Recognition rates varied considerably between motion types for recognition of others, but not for self-recognition. Overall, our results are consistent with previous studies that used recorded footage, and offer key insights into the perception of motion rendered on virtual avatars.

[1]  Yuyu Xu,et al.  Fast, automatic character animation pipelines , 2014, Comput. Animat. Virtual Worlds.

[2]  Jessica K. Hodgins,et al.  Perceptual effects of damped and exaggerated facial motion in animated characters , 2013, 2013 10th IEEE International Conference and Workshops on Automatic Face and Gesture Recognition (FG).

[3]  N. Troje Decomposing biological motion: a framework for analysis and synthesis of human gait patterns. , 2002, Journal of vision.

[4]  Nikolaus F. Troje,et al.  Self Recognition versus Recognition of others by Biological Motion: Viewpoint-Dependent Effects , 2006 .

[5]  Betty J. Mohler,et al.  Recognizing your own motions on virtual avatars: is it me or not? , 2013, SAP.

[6]  T. Beardsworth,et al.  The ability to recognize oneself from a video recording of one’s movements without seeing one’s body , 1981 .

[7]  J. Hodgins,et al.  Anthropomorphism influences perception of computer-animated characters' actions. , 2007, Social cognitive and affective neuroscience.

[8]  J. Cutting,et al.  Recognizing friends by their walk: Gait perception without familiarity cues , 1977 .

[9]  Susan Persky,et al.  The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments , 2005, Presence: Teleoperators & Virtual Environments.

[10]  Jill Boberg,et al.  The effect of operating a virtual doppleganger in a 3D simulation , 2016, MIG.

[11]  Jessica K. Hodgins,et al.  Perception of Human Motion With Different Geometric Models , 1998, IEEE Trans. Vis. Comput. Graph..

[12]  Ari Shapiro,et al.  Avatar reshaping and automatic rigging using a deformable model , 2015, MIG.

[13]  Ludovic Hoyet,et al.  Evaluating the distinctiveness and attractiveness of human motions on realistic virtual bodies , 2013, ACM Trans. Graph..

[14]  Stacy Marsella,et al.  Acting the part: the role of gesture on avatar identity , 2014, MIG.

[15]  M. Shiffrar,et al.  Recognizing people from their movement. , 2005, Journal of experimental psychology. Human perception and performance.

[16]  Eakta Jain,et al.  Is the motion of a child perceivably different from the motion of an adult? , 2016, SAP.

[17]  Jeremy Straub,et al.  Development of a Large, Low-Cost, Instant 3D Scanner , 2014 .

[18]  Carol O'Sullivan,et al.  Clone attack! Perception of crowd variety , 2008, SIGGRAPH 2008.

[19]  G. Johansson Visual perception of biological motion and a model for its analysis , 1973 .

[20]  Cecilia Heyes,et al.  Self-recognition of avatar motion: how do I know it's me? , 2012, Proceedings of the Royal Society B: Biological Sciences.

[21]  Rachel McDonnell,et al.  Animation realism affects perceived character appeal of a self-virtual face , 2015, MIG.