Procedural content creation in VR

Detalhes bibliográficos
Autor(a) principal: Bruno Dias da Costa Carvalho
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/140688
Resumo: 3D content creation for virtual worlds is a difficult task, requiring specialized tools based on a WIMP interface for modelling, composition and animation. Natural interaction systems for modelling in augmented or virtual reality are currently being developed and studied, making use of pens, handheld controllers, voice commands, tracked hand gestures like pinching, tapping and dragging mid-air, etc. We propose a content creation approach for virtual reality, placing a focus on making procedural content generation (PCG) intuitive and generalizable. Our approach is to start with a library of 3D assets, with which the user populates an initially empty world by placing and replicating objects individually. The user can then construct procedural rules to automate this process on the fly, creating abstract entities that behave like a block of objects while still being treated and manipulated like other singleton objects. To this end, we design a rule system for procedural content generation adequate for virtual reality, including nested object replication, relative placement and spacing, and randomized selection. We then design and prototype a natural interaction model for virtual reality suited to this rule system, based on two-handed object manipulation, controller input and user voice commands. A prototype of this interaction model is built, and finally, a former user evaluation is conducted to assess its viability and identify avenues for improvement and future work.
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spelling Procedural content creation in VREngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineering3D content creation for virtual worlds is a difficult task, requiring specialized tools based on a WIMP interface for modelling, composition and animation. Natural interaction systems for modelling in augmented or virtual reality are currently being developed and studied, making use of pens, handheld controllers, voice commands, tracked hand gestures like pinching, tapping and dragging mid-air, etc. We propose a content creation approach for virtual reality, placing a focus on making procedural content generation (PCG) intuitive and generalizable. Our approach is to start with a library of 3D assets, with which the user populates an initially empty world by placing and replicating objects individually. The user can then construct procedural rules to automate this process on the fly, creating abstract entities that behave like a block of objects while still being treated and manipulated like other singleton objects. To this end, we design a rule system for procedural content generation adequate for virtual reality, including nested object replication, relative placement and spacing, and randomized selection. We then design and prototype a natural interaction model for virtual reality suited to this rule system, based on two-handed object manipulation, controller input and user voice commands. A prototype of this interaction model is built, and finally, a former user evaluation is conducted to assess its viability and identify avenues for improvement and future work.2022-03-092022-03-09T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/140688TID:203164016engBruno Dias da Costa Carvalhoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T13:22:11Zoai:repositorio-aberto.up.pt:10216/140688Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:39:17.587294Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Procedural content creation in VR
title Procedural content creation in VR
spellingShingle Procedural content creation in VR
Bruno Dias da Costa Carvalho
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Procedural content creation in VR
title_full Procedural content creation in VR
title_fullStr Procedural content creation in VR
title_full_unstemmed Procedural content creation in VR
title_sort Procedural content creation in VR
author Bruno Dias da Costa Carvalho
author_facet Bruno Dias da Costa Carvalho
author_role author
dc.contributor.author.fl_str_mv Bruno Dias da Costa Carvalho
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description 3D content creation for virtual worlds is a difficult task, requiring specialized tools based on a WIMP interface for modelling, composition and animation. Natural interaction systems for modelling in augmented or virtual reality are currently being developed and studied, making use of pens, handheld controllers, voice commands, tracked hand gestures like pinching, tapping and dragging mid-air, etc. We propose a content creation approach for virtual reality, placing a focus on making procedural content generation (PCG) intuitive and generalizable. Our approach is to start with a library of 3D assets, with which the user populates an initially empty world by placing and replicating objects individually. The user can then construct procedural rules to automate this process on the fly, creating abstract entities that behave like a block of objects while still being treated and manipulated like other singleton objects. To this end, we design a rule system for procedural content generation adequate for virtual reality, including nested object replication, relative placement and spacing, and randomized selection. We then design and prototype a natural interaction model for virtual reality suited to this rule system, based on two-handed object manipulation, controller input and user voice commands. A prototype of this interaction model is built, and finally, a former user evaluation is conducted to assess its viability and identify avenues for improvement and future work.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-09
2022-03-09T00:00:00Z
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