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@PHDTHESIS{Valvoda:52341,
author = {Valvoda, Jakob T.},
othercontributors = {Bischof, Christian},
title = {{V}irtual humanoids and presence in virtual environments},
address = {Aachen},
publisher = {Publikationsserver der RWTH Aachen University},
reportid = {RWTH-CONV-114573},
pages = {VIII, 163 S. : Ill., graph. Darst.},
year = {2007},
note = {Zsfassung in dt. und engl. Sprache; Aachen, Techn.
Hochsch., Diss., 2007},
abstract = {The broad range of methods for virtual humanoids and their
evaluation as avatars in virtual environments is handled in
this thesis. The enabling methods, as well as experimental
evaluations are the main contributions of the thesis. The
central conclusion of the work can be summed up as the fact
that virtual humanoids are beneficial for a number of
interaction scenarios typically found in virtual
environments. The thesis presents the technology required
for an interactive simulation of virtual humanoids in
virtual environments. It presents the VRZula toolkit and its
main features, mainly a layered data structure derived from
functional anatomy, separation of data and simulation
algorithms, and the control and propagation of modifications
to the data. This elementary approach leads to an extendible
and flexible system for virtual humanoids. The toolkit is
capable of simulating even sophisticated models of virtual
humanoids in complex distributed virtual environments. It
integrates a variety of current approaches to the
representation of virtual humanoids, as well as methods for
kinematic and physiology simulation. Substantial
improvements and novel approaches are introduced in the
areas of deformation of musculature, multimodal
representation and synchronization, construction of motion
graphs, and synchronous body tracking. Within the scope of
this work, the VRZula toolkit is used for the evaluation of
several hypotheses regarding the application of virtual
humanoids in virtual environments. The two studies presented
contribute to the understanding of the influence of virtual
humanoids on the sensation of presence. It has been shown
that avatars equipped with synchronous kinematics affect the
real motion of the user and optimize the kinematics in the
virtual world. Even though the mental and attentional
resources bound to the exocentric virtual body
representation led to a decrease of presence scores in
room-mounted virtual environments, a strong identification
of the user with the avatar has been shown. In addition,
correlations between presence scores and physiological, as
well as performance measures have been found. The results of
the two studies are the basis of the evaluation of virtual
humanoids used as avatars in typical interaction scenarios
of virtual environments, and identify beneficial areas of
application in certain navigation tasks and most
manipulation scenarios. The use of avatars equipped with
synchronous kinematics is clearly recommended. The VRZula
toolkit developed within this work and the experimental
evaluations have contributed to the prevailing knowledge on
virtual humanoids and their application in virtual
environments. The thesis demonstrates that virtual humanoids
are the central methodology in future interaction techniques
of sophisticated virtual environments.},
keywords = {Virtuelle Realität (SWD) / Immersion <Virtuelle Realität>
(SWD) / Computersimulation (SWD) / Avatar <Informatik> (SWD)
/ Künstlicher Mensch (SWD) / Kinematik (SWD) / Präsenz
<Philosophie> (SWD)},
cin = {120000 / 124170},
ddc = {004},
cid = {$I:(DE-82)120000_20140620$ / $I:(DE-82)124170_20140620$},
typ = {PUB:(DE-HGF)11},
urn = {urn:nbn:de:hbz:82-opus-20144},
url = {https://publications.rwth-aachen.de/record/52341},
}