Placement Retargeting of Virtual Avatars to Dissimilar Indoor Environments

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dc.contributor.authorYoon, Leonardko
dc.contributor.authorYang, Dongseokko
dc.contributor.authorKim, Jaehyunko
dc.contributor.authorChung, ChoongHoko
dc.contributor.authorLee, Sung-Heeko
dc.date.accessioned2022-02-08T06:41:28Z-
dc.date.available2022-02-08T06:41:28Z-
dc.date.created2020-12-06-
dc.date.created2020-12-06-
dc.date.created2020-12-06-
dc.date.created2020-12-06-
dc.date.created2020-12-06-
dc.date.issued2022-03-
dc.identifier.citationIEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, v.28, no.3, pp.1619 - 1633-
dc.identifier.issn1077-2626-
dc.identifier.urihttp://hdl.handle.net/10203/292101-
dc.description.abstractRapidly developing technologies are realizing a 3D telepresence, in which geographically separated users can interact with each other through their virtual avatars. In this paper, we present novel methods to determine the avatar's position in an indoor space to preserve the semantics of the user's position in a dissimilar indoor space with different space configurations and furniture layouts. To this end, we first perform a user survey on the preferred avatar placements for various indoor configurations and user placements, and identify a set of related attributes, including interpersonal relation, visual attention, pose, and spatial characteristics, and quantify these attributes with a set of features. By using the obtained dataset and identified features, we train a neural network that predicts the similarity between two placements. Next, we develop avatar placement method that preserves the semantics of the placement of the remote user in a different space as much as possible. We show the effectiveness of our methods by implementing a prototype AR-based telepresence system and user evaluations.-
dc.languageEnglish-
dc.publisherIEEE COMPUTER SOC-
dc.titlePlacement Retargeting of Virtual Avatars to Dissimilar Indoor Environments-
dc.typeArticle-
dc.identifier.wosid000748371200013-
dc.identifier.scopusid2-s2.0-85123879602-
dc.type.rimsART-
dc.citation.volume28-
dc.citation.issue3-
dc.citation.beginningpage1619-
dc.citation.endingpage1633-
dc.citation.publicationnameIEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS-
dc.identifier.doi10.1109/tvcg.2020.3018458-
dc.contributor.localauthorLee, Sung-Hee-
dc.description.isOpenAccessN-
dc.type.journalArticleArticle-
dc.subject.keywordAuthorAvatars-
dc.subject.keywordAuthorTelepresence-
dc.subject.keywordAuthorSemantics-
dc.subject.keywordAuthorThree-dimensional displays-
dc.subject.keywordAuthorLayout-
dc.subject.keywordAuthorPrototypes-
dc.subject.keywordAuthorIndoor environment-
dc.subject.keywordAuthorTelepresence-
dc.subject.keywordAuthoravatar-
dc.subject.keywordAuthoraugmented reality-
dc.subject.keywordAuthorsimilarity learning-
dc.subject.keywordPlusDISTANCE-
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