Not everybody will wear a human face in VR, so there is merit to use avatar gestures. A specific interface would require a one to one relationship between the human face and the avatar face. There may be different gestures needed when the human face performs certain actions. To keep it in avatar gestures lets us not rely on that one-to-one relationship. A middle layer between the human facial gestures can act to translate the current shape of the avatar face. The avatar may have several heads (I've seen 7 headed dragons) and maybe someone wants to control them all with human facial gestures. Something that is too specific in a one-to-one relationship wouldn't allow that to happen.

I think a channel that sends recognized avatar gestures would be less noisy than a channel that sends all head motions and facial positions, continuously.

Moriz Gupte wrote:
I think that with the exception of 'yes' and 'no', the thought of translating head motions to 'construct' a facial _expression_ or a gesture _expression_ or even implement FACS (I dont think Philip meant that)
seems at least to me to much more complex -- probably why I interpreted Philip's post the way I did.
And I do not recommend using the very narrow channel of information that head motions provide to drive a wide range of avatar gestures...because this channel will be so noisy, that a lot of ambiguities will arise, so much that it will cease to become useful.
So what looks the 'simple' low bearing fruit... might ultimately be problematic.

On Thu, May 21, 2009 at 10:34 PM, Melinda Green <meli...@superliminal.com> wrote:
my understanding is that Philip and Merov's
intent is to simply translate user head movements into avatar gestures.



--
Rameshsharma Ramloll PhD Research Assistant Professor Idaho State University, PocatelloTel: 208-282-5333
More info at http://tr.im/RRamloll

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