现实女性和男性动画中形状和运动不一致的检测

Joseph Russell, Sunia Saboor, Manmeet Makkar, Arpita Barua, A. Thaler
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引用次数: 0

摘要

捕捉一个人的动作,并将其重新定位到具有不同体型的虚拟角色上,这在电脑动画中是常见的做法。这种运动和形状之间的不一致经常使动画看起来不现实。目前还不清楚动画的哪些方面会影响它的真实感。先前的研究发现,在涉及物体操作的动作中,生物识别虚拟角色的动作和形状之间的不一致性检测是偶然的。在这里,我们测试了不涉及物体的动作是否获得了类似的结果,并比较了现实女性和男性动画在有和没有物体操作的动作中检测到的不一致性。为了创建我们的刺激,我们使用了bmlRUB数据库中体重差异很大的五对男女演员在投球、举箱子、跳跃和行走时的动画。对于每一对演员,我们通过结合一个演员的身体形状和另一个演员的动作来创建不一致的动画。对于一致的刺激,身体形状和动作来自同一个演员。在每个实验中,参与者观察一个一致的动画和一个不一致的动画,并选择他们认为不一致的动画。我们的研究结果表明,对于女性和男性动画,参与者对行走的检出率高于偶然,对投掷的检出率处于偶然水平。对于举重和跳跃,女性动画的检出率处于偶然水平,男性动画的检出率高于偶然水平。总的来说,检测率很低,这对于逼真的人类动画来说是个好消息,但对于男性动画来说,检测率往往更高。未来的研究应该调查更广泛的行动,以确定哪些是感知上最受运动重定向影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Detection of inconsistency between shape and motion in realistic female and male animation
Capturing the motion of a person and retargeting it to a virtual character with a different body shape is common practice in computer animation. This inconsistency between motion and shape often makes animations look unrealistic. It remains unclear which aspects of an animation affect how realistic it is perceived. Previous research has found detection of the inconsistency between motion and shape in biometric virtual characters to be at chance level for actions that involve object manipulation. Here, we test whether similar results are obtained for actions not involving objects and compare the detection of inconsistency in realistic female and male animation for actions with and without object manipulation. For creating our stimuli, we used the animations of five pairs of female and male performers with large differences in body weight from the bmlRUB database when throwing a ball, lifting a box, jumping, and walking. For each actor pair, we created inconsistent animations by combining the body shape from one actor with the motion from the other actor. For the consistent stimuli, the body shape and motion came from the same actor. In each trial of the experiment, participants observed one consistent and one inconsistent animation and selected which of the two they perceived to be inconsistent. Our results showed that for both female and male animations, participants’ detection rate was above chance for walking, and was at chance level for throwing. For lifting and jumping, the detection rate was at chance level for female animations and above chance level for male animations. Overall, detection rate was low which is promising news for realistic human animations but tended to be higher for male animations. Future research should investigate a broader range of actions to determine which are perceptually most affected by motion retargeting.
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