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Evaluating the distinctiveness and attractiveness of human motions on realistic virtual bodies

Published: 01 November 2013 Publication History

Abstract

Recent advances in rendering and data-driven animation have enabled the creation of compelling characters with impressive levels of realism. While data-driven techniques can produce animations that are extremely faithful to the original motion, many challenging problems remain because of the high complexity of human motion. A better understanding of the factors that make human motion recognizable and appealing would be of great value in industries where creating a variety of appealing virtual characters with realistic motion is required. To investigate these issues, we captured thirty actors walking, jogging and dancing, and applied their motions to the same virtual character (one each for the males and females). We then conducted a series of perceptual experiments to explore the distinctiveness and attractiveness of these human motions, and whether characteristic motion features transfer across an individual's different gaits. Average faces are perceived to be less distinctive but more attractive, so we explored whether this was also true for body motion. We found that dancing motions were most easily recognized and that distinctiveness in one gait does not predict how recognizable the same actor is when performing a different motion. As hypothesized, average motions were always amongst the least distinctive and most attractive. Furthermore, as 50% of participants in the experiment were Caucasian European and 50% were Asian Korean, we found that the latter were as good as or better at recognizing the motions of the Caucasian actors than their European counterparts, in particular for dancing males, whom they also rated more highly for attractiveness.

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    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 32, Issue 6
    November 2013
    671 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/2508363
    Issue’s Table of Contents
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    Publication History

    Published: 01 November 2013
    Published in�TOG�Volume 32, Issue 6

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    Author Tags

    1. human animation
    2. motion capture
    3. perception

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    • (2023)The Work Avatar Face-Off: Knowledge Worker Preferences for Realism in Meetings2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00112(960-969)Online publication date: 16-Oct-2023
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