Study and evaluation of human perception on virtual humans and crowds
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da PUC_RS |
Texto Completo: | http://tede2.pucrs.br/tede2/handle/tede/9279 |
Resumo: | The behavior of the human being depends on his perception of the world. Behaviors have been studied for a long time, in different aspects, in particular research in Graphic and Visual Processing. In addition to being studied, behaviors can be simulated, as well as analyzed in videos, and in both cases studies of real behaviors are of great value. The Crowd Simulation area is in this context, where the objective is to simulate and provide realistic behaviors. A correlate study is the area of human perception regarding virtual humans, groups and crowds. Human perception is essential to identify whether another person is crying, or is angry, or any other characteristic regarding the shape, movement or cultural aspects of the simulated virtual humans. With all the research on human behavior and the evolution of Computer Graphics (CG), the entertainment industry has created very realistic characters and faces, sometimes causing strangeness and involuntary feelings in human perception. In this sense, this work aims to carry out studies and evaluations of human perceptions about human beings and virtual crowds. We divided these analyzes into three parts: i) Perception of interactions in crowds, ii) Perception of geometric and cultural features in crowds, iii) and Perception of CG characters. Regarding the first part, we simulate interactions between virtual agents through their spatial perceptions, identify interactions (using the same parameters of interactions of virtual agents in the simulations) between people in real video sequences, and made interactive visualizations to facilitate the analysis of the data generated by interactions (both, in simulations and videos). In the second part, we analyze human perception through a questionnaire about geometrically extracted data (distance between people, people’s speed, angular variation and density), in addition to non-geometric data, such as personalities and emotions. In the third part, we analyze the human perception of characters created with CG (movies, games, animations, etc.) in order to answer questions raised by the effects of Uncanny Valley, also through questionnaires. |
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Musse, Soraia Raupphttp://lattes.cnpq.br/2302314954133011http://lattes.cnpq.br/6758038617446708Araujo, Victor Flávio de Andrade2020-10-09T17:51:39Z2020-03-04http://tede2.pucrs.br/tede2/handle/tede/9279The behavior of the human being depends on his perception of the world. Behaviors have been studied for a long time, in different aspects, in particular research in Graphic and Visual Processing. In addition to being studied, behaviors can be simulated, as well as analyzed in videos, and in both cases studies of real behaviors are of great value. The Crowd Simulation area is in this context, where the objective is to simulate and provide realistic behaviors. A correlate study is the area of human perception regarding virtual humans, groups and crowds. Human perception is essential to identify whether another person is crying, or is angry, or any other characteristic regarding the shape, movement or cultural aspects of the simulated virtual humans. With all the research on human behavior and the evolution of Computer Graphics (CG), the entertainment industry has created very realistic characters and faces, sometimes causing strangeness and involuntary feelings in human perception. In this sense, this work aims to carry out studies and evaluations of human perceptions about human beings and virtual crowds. We divided these analyzes into three parts: i) Perception of interactions in crowds, ii) Perception of geometric and cultural features in crowds, iii) and Perception of CG characters. Regarding the first part, we simulate interactions between virtual agents through their spatial perceptions, identify interactions (using the same parameters of interactions of virtual agents in the simulations) between people in real video sequences, and made interactive visualizations to facilitate the analysis of the data generated by interactions (both, in simulations and videos). In the second part, we analyze human perception through a questionnaire about geometrically extracted data (distance between people, people’s speed, angular variation and density), in addition to non-geometric data, such as personalities and emotions. In the third part, we analyze the human perception of characters created with CG (movies, games, animations, etc.) in order to answer questions raised by the effects of Uncanny Valley, also through questionnaires.O comportamento do ser humano depende de sua percepção do mundo. Comportamentos tem sido estudados por muito tempo, em diferentes aspectos, em particular, pesquisa em Processamento Gráfico e Visual. Além de estudados, comportamentos podem ser simulados, bem como analisados em vídeos, e em ambos casos estudos de comportamentos reais são de grande valia. A área de Simulação de Multidões encontra-se neste contexto, onde o objetivo é simular e prover comportamentos realistas. Um estudo correlato é a área de percepção humana a respeito de hu-manos virtuais, grupos e multidões. A percepção humana é essencial para identificar se uma outra pessoa está chorando, ou está com raiva, ou qualquer outra característica no que tange a forma, movimentação ou aspectos culturais dos humanos virtuais simulados. Com todas as pesquisas sobre comportamento humano e com a evolução da Computação Gráfica, a indústria de entretenimento tem criado personagens e rostos muito realistas, as vezes causando estranheza e sentimentos involuntários na percepção humana. Nesse sentido, este trabalho tem como objetivos realizar estudos e avaliações das percepções humanas sobre humanos e multidões virtuais. Nós dividimos essas análises em três etapas: i) Percepção de interações de pessoas em multidões; ii) Percepção de características geométricas e culturais em multidões; iii) Percepção sobre personagens de CG. Com relação a primeira etapa, simulamos interações entre agentes virtuais através de suas percepções espaciais, identificamos interações (usando os mesmos parâmetros de interações dos agentes virtuais nas simulações) entre pessoas em sequências de vídeos reais, e fizemos visualizações interativas para facilitar as análises dos dados gerados pelas interações (tanto das simulações quanto dos vídeos). Na segunda etapa, analisamos a percepção humana através de questionário sobre dados extraídos geometricamente (distância entre pessoas, velocidade das pessoas, variação angular e densidade), além de dados não geométricos, como personalidades e emoções. Na terceira etapa, analisamos a percepção humana sobre personagens criados com CG (filmes, jogos, animações, e etc) a fim de responder questões levantadas pelos efeitos do Uncanny Valley (Vale da Estranheza), também através de questionários.Submitted by PPG Ciência da Computação (ppgcc@pucrs.br) on 2020-06-24T15:10:42Z No. of bitstreams: 1 VICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdf: 23629899 bytes, checksum: 5a56a54a31452f893828266ca0b887bf (MD5)Approved for entry into archive by Lucas Martins Kern (lucas.kern@pucrs.br) on 2020-10-09T17:44:03Z (GMT) No. of bitstreams: 1 VICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdf: 23629899 bytes, checksum: 5a56a54a31452f893828266ca0b887bf (MD5)Made available in DSpace on 2020-10-09T17:51:39Z (GMT). No. of bitstreams: 1 VICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdf: 23629899 bytes, checksum: 5a56a54a31452f893828266ca0b887bf (MD5) Previous issue date: 2020-03-04application/pdfhttp://tede2.pucrs.br:80/tede2/retrieve/178984/VICTOR%20FL%c3%81VIO%20DE%20ANDRADE%20ARAUJO_DIS.pdf.jpgengPontifícia Universidade Católica do Rio Grande do SulPrograma de Pós-Graduação em Ciência da ComputaçãoPUCRSBrasilEscola PolitécnicaPercepção humanaMultidõesInteraçõesCaracterísticas culturaisPersonagens de CGHuman perceptionCrowdsInteractionsCultural featuresCG charactersCIENCIA DA COMPUTACAO::TEORIA DA COMPUTACAOStudy and evaluation of human perception on virtual humans and crowdsinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisTrabalho não apresenta restrição para publicação-4570527706994352458500500-862078257083325301info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_RSinstname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)instacron:PUC_RSTHUMBNAILVICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdf.jpgVICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdf.jpgimage/jpeg5673http://tede2.pucrs.br/tede2/bitstream/tede/9279/4/VICTOR+FL%C3%81VIO+DE+ANDRADE+ARAUJO_DIS.pdf.jpg5402737655c7d5560abb5e85a53dd495MD54TEXTVICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdf.txtVICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdf.txttext/plain197784http://tede2.pucrs.br/tede2/bitstream/tede/9279/3/VICTOR+FL%C3%81VIO+DE+ANDRADE+ARAUJO_DIS.pdf.txtef40f62c5a734b5261ad2045626e339bMD53ORIGINALVICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdfVICTOR FLÁVIO DE ANDRADE ARAUJO_DIS.pdfapplication/pdf23629899http://tede2.pucrs.br/tede2/bitstream/tede/9279/2/VICTOR+FL%C3%81VIO+DE+ANDRADE+ARAUJO_DIS.pdf5a56a54a31452f893828266ca0b887bfMD52LICENSElicense.txtlicense.txttext/plain; charset=utf-8590http://tede2.pucrs.br/tede2/bitstream/tede/9279/1/license.txt220e11f2d3ba5354f917c7035aadef24MD51tede/92792020-10-09 20:00:20.207oai:tede2.pucrs.br:tede/9279QXV0b3JpemE/P28gcGFyYSBQdWJsaWNhPz9vIEVsZXRyP25pY2E6IENvbSBiYXNlIG5vIGRpc3Bvc3RvIG5hIExlaSBGZWRlcmFsIG4/OS42MTAsIGRlIDE5IGRlIGZldmVyZWlybyBkZSAxOTk4LCBvIGF1dG9yIEFVVE9SSVpBIGEgcHVibGljYT8/byBlbGV0cj9uaWNhIGRhIHByZXNlbnRlIG9icmEgbm8gYWNlcnZvIGRhIEJpYmxpb3RlY2EgRGlnaXRhbCBkYSBQb250aWY/Y2lhIFVuaXZlcnNpZGFkZSBDYXQ/bGljYSBkbyBSaW8gR3JhbmRlIGRvIFN1bCwgc2VkaWFkYSBhIEF2LiBJcGlyYW5nYSA2NjgxLCBQb3J0byBBbGVncmUsIFJpbyBHcmFuZGUgZG8gU3VsLCBjb20gcmVnaXN0cm8gZGUgQ05QSiA4ODYzMDQxMzAwMDItODEgYmVtIGNvbW8gZW0gb3V0cmFzIGJpYmxpb3RlY2FzIGRpZ2l0YWlzLCBuYWNpb25haXMgZSBpbnRlcm5hY2lvbmFpcywgY29ucz9yY2lvcyBlIHJlZGVzID9zIHF1YWlzIGEgYmlibGlvdGVjYSBkYSBQVUNSUyBwb3NzYSBhIHZpciBwYXJ0aWNpcGFyLCBzZW0gP251cyBhbHVzaXZvIGFvcyBkaXJlaXRvcyBhdXRvcmFpcywgYSB0P3R1bG8gZGUgZGl2dWxnYT8/byBkYSBwcm9kdT8/byBjaWVudD9maWNhLgo=Biblioteca Digital de Teses e Dissertaçõeshttp://tede2.pucrs.br/tede2/PRIhttps://tede2.pucrs.br/oai/requestbiblioteca.central@pucrs.br||opendoar:2020-10-09T23:00:20Biblioteca Digital de Teses e Dissertações da PUC_RS - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)false |
dc.title.por.fl_str_mv |
Study and evaluation of human perception on virtual humans and crowds |
title |
Study and evaluation of human perception on virtual humans and crowds |
spellingShingle |
Study and evaluation of human perception on virtual humans and crowds Araujo, Victor Flávio de Andrade Percepção humana Multidões Interações Características culturais Personagens de CG Human perception Crowds Interactions Cultural features CG characters CIENCIA DA COMPUTACAO::TEORIA DA COMPUTACAO |
title_short |
Study and evaluation of human perception on virtual humans and crowds |
title_full |
Study and evaluation of human perception on virtual humans and crowds |
title_fullStr |
Study and evaluation of human perception on virtual humans and crowds |
title_full_unstemmed |
Study and evaluation of human perception on virtual humans and crowds |
title_sort |
Study and evaluation of human perception on virtual humans and crowds |
author |
Araujo, Victor Flávio de Andrade |
author_facet |
Araujo, Victor Flávio de Andrade |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Musse, Soraia Raupp |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/2302314954133011 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/6758038617446708 |
dc.contributor.author.fl_str_mv |
Araujo, Victor Flávio de Andrade |
contributor_str_mv |
Musse, Soraia Raupp |
dc.subject.por.fl_str_mv |
Percepção humana Multidões Interações Características culturais Personagens de CG |
topic |
Percepção humana Multidões Interações Características culturais Personagens de CG Human perception Crowds Interactions Cultural features CG characters CIENCIA DA COMPUTACAO::TEORIA DA COMPUTACAO |
dc.subject.eng.fl_str_mv |
Human perception Crowds Interactions Cultural features CG characters |
dc.subject.cnpq.fl_str_mv |
CIENCIA DA COMPUTACAO::TEORIA DA COMPUTACAO |
description |
The behavior of the human being depends on his perception of the world. Behaviors have been studied for a long time, in different aspects, in particular research in Graphic and Visual Processing. In addition to being studied, behaviors can be simulated, as well as analyzed in videos, and in both cases studies of real behaviors are of great value. The Crowd Simulation area is in this context, where the objective is to simulate and provide realistic behaviors. A correlate study is the area of human perception regarding virtual humans, groups and crowds. Human perception is essential to identify whether another person is crying, or is angry, or any other characteristic regarding the shape, movement or cultural aspects of the simulated virtual humans. With all the research on human behavior and the evolution of Computer Graphics (CG), the entertainment industry has created very realistic characters and faces, sometimes causing strangeness and involuntary feelings in human perception. In this sense, this work aims to carry out studies and evaluations of human perceptions about human beings and virtual crowds. We divided these analyzes into three parts: i) Perception of interactions in crowds, ii) Perception of geometric and cultural features in crowds, iii) and Perception of CG characters. Regarding the first part, we simulate interactions between virtual agents through their spatial perceptions, identify interactions (using the same parameters of interactions of virtual agents in the simulations) between people in real video sequences, and made interactive visualizations to facilitate the analysis of the data generated by interactions (both, in simulations and videos). In the second part, we analyze human perception through a questionnaire about geometrically extracted data (distance between people, people’s speed, angular variation and density), in addition to non-geometric data, such as personalities and emotions. In the third part, we analyze the human perception of characters created with CG (movies, games, animations, etc.) in order to answer questions raised by the effects of Uncanny Valley, also through questionnaires. |
publishDate |
2020 |
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2020-10-09T17:51:39Z |
dc.date.issued.fl_str_mv |
2020-03-04 |
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PUCRS |
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Brasil |
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Escola Politécnica |
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Pontifícia Universidade Católica do Rio Grande do Sul |
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