Автор: Norman I. Badler
Издательство: Springer
Серия: Synthesis Lectures on Computer Science
Год: 2025
Страниц: 224
Язык: английский
Формат: pdf (true)
Размер: 10.1 MB
This book tells the story of building digital virtual human models in the context of the background, choices, and occurrences that shaped the author's own involvement and personal evolution. Such digital models found motivating applications in engineering, anthropology, medical, and group simulation problems, and numerous connections to other disciplines informed and enriched their design, development, and deployment. This personal perspective on developments in the field is enhanced by extensive citations that provide pointers into relevant literature, recognize the contributions of co-authors and collaborators, and give external evidence for claims. Both academic and corporate interest in virtual beings has exploded in recent years, and while this book does not survey the current state of the art it is an essential window into how the field arrived where it is today. The technical discussions throughout the book are deliberately accessible with extensive references to the literature for further reading. This book will be of interest to readers who want to understand the history of virtual human beings, how they evolved, and especially how they must address numerous human characteristics to achieve any sense of "human-ness."
Modeling virtual humans is a critical capability for engineers and designers to incorporate real-time interactive manipulation and display of human figures into computer-aided design systems. For design engineers, such models can also inform on how to control and design human-centered systems central to the emergent concept of concurrent engineering. Additionally, modeling a large group of virtual humans, i.e., computational methods and models for virtual crowd simulation of agents with Artificial Intelligence (AI), is considered one of the essential components of reproducing and evaluating egress performance in specific scenarios to improve human safety and comfort in built environments as well as for creating believable virtual environments for numerous applications. For example, understanding pedestrian behaviors during egress situations is of considerable importance in such contexts. Evaluation, analysis, and comparisons of crowd simulation data, derived from real-world experiments, are often required for a wide range of architectural and engineering designs in large-scale structures and/or engineered artifacts (e.g., buildings, architectures, bridges, aircraft, trains, public transit systems, etc.) and also for digital production of online educational materials and story-telling.
Avatars are computational embodiments of the user. At a minimum, avatar movements are controlled through some human initiative. Avatars may appear in human form or in any other realization suited to, and reflective of, the player’s persona. Avatars typically mirror user desires through a suitable interactive control interface, such as a game controller, mouse and keyboard, or wearable sensors. Camera-based systems may detect and transform facial movements and gestures into the avatar’s visual representation.
- Offers a historical account of the development of virtual digital humans
- Presents the parallel narrative of developments in computer graphics and the author's academic career
- Elaborates on the background influences and cross-discipline applications of digital virtual human models
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