Computer Animation and Virtual Worlds最新文献

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Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning 在严肃游戏中运用支架理论加强中国传统壁画文化学习
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-31 DOI: 10.1002/cav.2213
Qiang Li, Peng Wang, Zexue Liu, Haoyan Zhang, Yujie Song, Yuxin Zhang
{"title":"Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning","authors":"Qiang Li,&nbsp;Peng Wang,&nbsp;Zexue Liu,&nbsp;Haoyan Zhang,&nbsp;Yujie Song,&nbsp;Yuxin Zhang","doi":"10.1002/cav.2213","DOIUrl":"10.1002/cav.2213","url":null,"abstract":"<p>This study explores a game model that uses scaffolding to learn about cultural heritage based on adventure games. A case study using traditional Chinese murals tested the effectiveness of serious games in improving learning performance and knowledge acquisition. This study observed and evaluated the learning outcomes of 64 students by using serious game learning compared to traditional video learning in an experimental setting. Changes in knowledge acquisition, intrinsic motivation, cognitive load (extrinsic load vs. germane load), and engagement were collected through a series of tests and scales. Experimental results show that digital adventure games have better learning performance and knowledge retention effects, higher intrinsic motivation, germane load, and engagement than traditional video learning. The reasons affecting academic performance were analyzed from the data, and it was found that intrinsic motivation and germane cognitive load positively affected game performance, and external cognitive load hurt game performance. This study provides experience on the design of serious games in cultural heritage learning.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46214680","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An auxiliary development framework for lightweight RPG games based on Unity3D 基于Unity3D的轻量级RPG游戏辅助开发框架
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-31 DOI: 10.1002/cav.2206
Bo Zhang, Huiping Shi, Xinyu Wang
{"title":"An auxiliary development framework for lightweight RPG games based on Unity3D","authors":"Bo Zhang,&nbsp;Huiping Shi,&nbsp;Xinyu Wang","doi":"10.1002/cav.2206","DOIUrl":"10.1002/cav.2206","url":null,"abstract":"<p>With the growing prevalence of virtual reality technology across industries like cinema, video animation, and gaming, game developers must cater to a wider range of players. Game engines serve as middleware, reducing the time spent on coding and improving productivity for creating video games. While mainstream game engines offer a plethora of customization options, certain developers may find themselves limited when it comes to controlling specific aspects of the game. Due to the lack of built-in functionality in current game engines like Unity and Unreal, the author developed TRPGFramework, a lightweight framework based on Unity3D, to address some of these problems. The game framework consists of two main parts: ZGamework (overall framework) and BGamework (game-specific framework). To enhance performance, scalability, and code reusability in the game development process, the entity-component-system structure is implemented. This approach increases maintainability and makes the code clearer, easier to expand, and debuggable. By creating a simple 2D RPG game for performance testing, we confirmed that the framework significantly improves code reusability and modularity, resulting in faster development time and increased efficiency for interactive applications and games. This framework is particularly useful for creating real-time combat role-playing games, which are some of the most complex games available today. Using entity-component-system principles, we developed a buff system and unit controller optimized to allow hundreds of intelligent units to fight on the same screen or thousands of non-intelligent units to fight simultaneously.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.2206","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48055085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
How generous interface affect user experience and behavior: Evaluating the information display interface for museum cultural heritage 大方的界面对用户体验和行为的影响:博物馆文化遗产信息展示界面评价
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-28 DOI: 10.1002/cav.2212
Qiang Li, Peng Wang, Zexue Liu, Changsheng Wang
{"title":"How generous interface affect user experience and behavior: Evaluating the information display interface for museum cultural heritage","authors":"Qiang Li,&nbsp;Peng Wang,&nbsp;Zexue Liu,&nbsp;Changsheng Wang","doi":"10.1002/cav.2212","DOIUrl":"10.1002/cav.2212","url":null,"abstract":"<p>Museum web interfaces continue to be important in how users search for information and navigate through digital cultural heritage resources. A generous interface was deemed appropriate for displaying large amounts of digital cultural heritage. However, more example verification is required in this field of study. This study compared the traditional interface and the generous interface of the Liaoning Provincial Museum to investigate the role of a generous interface for cultural heritage collections. Forty second-year design graduate students were randomly assigned to one of two interface groups: traditional interface or generous interface. Four variables were measured to compare the differences between the two interfaces for the participants. In addition, two parameters, holding time and average retrieval time, are recorded and used to evaluate and compare the impact of the two interfaces on user behavior. The generous interface, according to the findings, is more effective than the traditional interface in increasing participants' engagement with cultural heritage and is perceived to be more aesthetically pleasing. In addition, the generous interface has been proven to be more suitable for casual leisure users to explore cultural heritage information. This research provides the basis and reference for developing the web interface of cultural heritage collections.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43779404","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Nonlinear cloth simulation with isogeometric analysis 具有等几何分析的非线性布料仿真
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-23 DOI: 10.1002/cav.2204
Jingwen Ren, Hongwei Lin
{"title":"Nonlinear cloth simulation with isogeometric analysis","authors":"Jingwen Ren,&nbsp;Hongwei Lin","doi":"10.1002/cav.2204","DOIUrl":"10.1002/cav.2204","url":null,"abstract":"<p>Physically based cloth simulation with nonlinear behaviors is studied in this article by employing isogeometric analysis (IGA) for the surface deformation in 3D space. State-of-the-art simulation techniques, which primarily rely on the triangular mesh to calculate physical points on the cloth directly, require a large number of degrees of freedom. An effective method for the cloth deformation that employs high-order continuous B-spline surfaces dependent on control points is proposed. This method leads to the merit of fewer degrees of freedom and superior smoothness. The deformation gradient on the high-order IGA element is then represented by the gradient of the B-spline function. An iterative method for solving the nonlinear optimization transferred from the implicit integration and a direct implicit–explicit method are derived on the basis of elastic force calculation to improve efficiency. The knots of the representation are effectively utilized in collision detection and response to reduce the computational burden. Experiments of nonlinear cloth simulation demonstrate the superiority of the proposed method considering performance and efficiency, achieving accurate, efficient, and stable deformation.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42704683","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Music conditioned 2D hand gesture dance generation with HGS 使用HGS生成音乐调节的2D手势舞蹈
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-23 DOI: 10.1002/cav.2211
Dian Zhou, Shiguang Liu, Qing Xu
{"title":"Music conditioned 2D hand gesture dance generation with HGS","authors":"Dian Zhou,&nbsp;Shiguang Liu,&nbsp;Qing Xu","doi":"10.1002/cav.2211","DOIUrl":"10.1002/cav.2211","url":null,"abstract":"<p>In recent years, the short video industry is booming. However, there are still many difficulties in the action generation of virtual characters. We observed that on the short video social platform, “hand gesture dance” is a very popular short video form. However, its development is limited by the professionalism of choreography. In order to solve these problems, we propose an intelligent choreography framework, which can generate new gesture sequences for unseen audio based on pairing data in the database. Our framework adopts multimodal method and obtains excellent results. In additional, we collected and produced the first and largest pair labeled hand gesture dance data set. Various experiments showed that our results not only generate smooth and rich action sequences, but also collect some semantic information contained in the audio.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42092778","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Impacts of Online Experience on Health and Well-Being: The Overlooked Aesthetic Dimension 在线体验对健康和幸福的影响:被忽视的审美维度
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-22 DOI: 10.3390/virtualworlds2030015
T. Gorichanaz, A. Lavdas, Michael W. Mehaffy, N. Salingaros
{"title":"The Impacts of Online Experience on Health and Well-Being: The Overlooked Aesthetic Dimension","authors":"T. Gorichanaz, A. Lavdas, Michael W. Mehaffy, N. Salingaros","doi":"10.3390/virtualworlds2030015","DOIUrl":"https://doi.org/10.3390/virtualworlds2030015","url":null,"abstract":"It is well-recognized that online experience can carry profound impacts on health and well-being, particularly for young people. Research has already documented influences from cyberbullying, heightened feelings of inadequacy, and the relative decline of face-to-face interactions and active lifestyles. Less attention has been given to the health impacts of aesthetic experiences of online users, particularly gamers and other users of immersive virtual reality (VR) technologies. However, a significant body of research has begun to document the surprisingly strong yet previously unrecognized impacts of aesthetic experiences on health and well-being in other arenas of life. Other researchers have used both fixed laboratory and wearable sensors and, to a lesser extent, user surveys to measure indicators of activation level, mood, and stress level, which detect physiological markers for health. In this study, we assessed the evidence that online sensorial experience is no less important than in the physical world, with the capacity for both harmful effects and salutogenic benefits. We explore the implications for online design and propose an outline for further research.","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"13 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90438775","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
3D facial attractiveness prediction based on deep feature fusion 基于深度特征融合的三维人脸吸引力预测
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-22 DOI: 10.1002/cav.2203
Yu Liu, Enquan Huang, Ziyu Zhou, Kexuan Wang, Shu Liu
{"title":"3D facial attractiveness prediction based on deep feature fusion","authors":"Yu Liu,&nbsp;Enquan Huang,&nbsp;Ziyu Zhou,&nbsp;Kexuan Wang,&nbsp;Shu Liu","doi":"10.1002/cav.2203","DOIUrl":"10.1002/cav.2203","url":null,"abstract":"<p>Facial attractiveness prediction is an important research topic in the computer vision community. It not only contributes to the development of interdisciplinary research in psychology and sociology, but also provides fundamental technical support for applications like aesthetic medicine and social media. With the advances in 3D data acquisition and feature representation, this paper aims to investigate the facial attractiveness from deep learning and three-dimensional perspectives. The 3D faces are first processed to unwrap the texture images and refine the raw meshes. The feature extraction networks for texture, point cloud, and mesh are then delicately designed, considering the characteristics of different types of data. A more discriminative face representation is derived by feature fusion for the final attractiveness prediction. During network training, the cyclical learning rate with an improved range test is introduced, so as to alleviate the difficulty in hyperparameter setting. Extensive experiments are conducted on a 3D FAP benchmark, where the results demonstrate the significance of deep feature fusion and enhanced learning rate in cooperatively facilitating the performance. Specifically, the fusion of texture image and point cloud achieves the best overall prediction, with PC, MAE, and RMSE of 0.7908, 0.4153, and 0.5231, respectively.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48364282","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction 如何在虚拟现实中设置安全边界:一种基于用户运动预测的动态方法
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-22 DOI: 10.1002/cav.2210
Haoxiang Wang, Xiaoping Che, Enyao Chang, Chenxin Qu, Yao Luo, Zhenlin Wei
{"title":"How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction","authors":"Haoxiang Wang,&nbsp;Xiaoping Che,&nbsp;Enyao Chang,&nbsp;Chenxin Qu,&nbsp;Yao Luo,&nbsp;Zhenlin Wei","doi":"10.1002/cav.2210","DOIUrl":"10.1002/cav.2210","url":null,"abstract":"<p>Virtual reality (VR) interaction safety is a prerequisite for all user activities in the virtual environment. While seeking a deep sense of immersion with little concern about surrounding obstacles, users may have limited ability to perceive the real-world space, resulting in possible collisions with real-world objects. Nowadays, recent works and rendering techniques such as the Chaperone can provide safety boundaries to users but confines them in a small static space and lack of immediacy. To solve this problem, we propose a dynamic approach based on user motion prediction named SCARF, which uses Spearman's correlation analysis, rule learning, and few-shot learning to achieve prediction of user movements in specific VR tasks. Specifically, we study the relationship between user characteristics, human motion, and categories of VR tasks and provides an approach that uses biomechanical analysis to define the interaction space in VR dynamically.We report on a user study with 58 volunteers and establish a three dimensional kinematic dataset from a VR game. The experiments validate that our few-shot learning model is effective and can improve the performance of motion prediction. Finally, we implement SCARF in VR environment for dynamic safety boundary adjustment.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46705244","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Efficient and high precision target-driven fluid simulation based on spatial geometry features 基于空间几何特征的高效高精度目标驱动流体模拟
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-22 DOI: 10.1002/cav.2202
Xiangyang Zhou, Sinuo Liu, Haokai Zeng, Xiaokun Wang, Xiaojuan Ban
{"title":"Efficient and high precision target-driven fluid simulation based on spatial geometry features","authors":"Xiangyang Zhou,&nbsp;Sinuo Liu,&nbsp;Haokai Zeng,&nbsp;Xiaokun Wang,&nbsp;Xiaojuan Ban","doi":"10.1002/cav.2202","DOIUrl":"10.1002/cav.2202","url":null,"abstract":"<div>\u0000 \u0000 <p>We proposed a novel target-driven fluid simulation method based on the weighted control model derived from the spatial geometric features of the target shape. First, the spatial geometric characteristics of the target model are taken into account to set the color field weights of control particles. This enabled the full expression of geometric characteristics of the target model, and improve the shape accuracy of controlled fluid. Then, the fluid is controlled to form the target shape under driving constraints, wherein we proposed a new adaptive constraint mechanism that enables efficient target shape generation. Finally, a new density constraint between the control particles and the controlled fluid particles is proposed to ensure the incompressibility of fluid during control. Compared to the state-of-the-art target-driven fluid control methods, our method achieves higher precision fluid control with higher efficiency.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42574855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Physical based motion reconstruction from videos using musculoskeletal model 基于肌肉骨骼模型的视频物理运动重建
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-08-22 DOI: 10.1002/cav.2209
Libo Sun, Rui Tian, Wenhu Qin
{"title":"Physical based motion reconstruction from videos using musculoskeletal model","authors":"Libo Sun,&nbsp;Rui Tian,&nbsp;Wenhu Qin","doi":"10.1002/cav.2209","DOIUrl":"10.1002/cav.2209","url":null,"abstract":"<p>We propose a novel method that combines human pose estimation and physical simulation of character animation. Our approach allows characters to learn from the actor's skills captured in videos and subsequently reconstruct the motions with high fidelity in a physically simulated environment. Firstly, we model the character based on the human musculoskeletal system and build a complete dynamics model of the proposed system using the Lagrange equations of motion. Next, we employ the pose estimation method to process the input video and generate human reference motion. Finally, we design a hierarchical control framework consisting of a trajectory tracking layer and a muscle control layer. The trajectory tracking layer aims to minimize the difference between the reference motion pose and the actual output pose, while the muscle control layer aims to minimize the difference between the target torque and the actual output muscle force. The two layers interact by passing parameters through a proportional differential controller until the desired learning objective is achieved. A series of complex experimental results demonstrate that our proposed method can learn to produce comparable high-quality motions with high similarity from videos of different complexity levels and remains stable in the presence of muscle contracture weakness perturbations.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45745352","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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