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Virtual humans (or digital humans) are simulations of human beings on computers. The research domain is concerned with their representation, movement and behavior. There is a wide range of applications:
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
, games, film and TV productions, human factors and ergonomic and usability studies in various industries (aerospace, automobile, machinery, furniture etc.), clothing industry, telecommunications (avatars), medicine, etc. These applications require different know-hows. A medical application might require an exact simulation of specific internal organs; film industry requires highest aesthetic standards, natural movements, and facial expressions; ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints, etc.


Research

The Virtual Humans field is a vast research domain comprising numerous research topics: * ''
Anatomy Anatomy () is the branch of biology concerned with the study of the structure of organisms and their parts. Anatomy is a branch of natural science that deals with the structural organization of living things. It is an old science, having its ...
'' ''and
geometry Geometry (; ) is, with arithmetic, one of the oldest branches of mathematics. It is concerned with properties of space such as the distance, shape, size, and relative position of figures. A mathematician who works in the field of geometry is c ...
'', dealing with creation of human shape in 3D graphics using
3D scanner 3D scanning is the process of analyzing a real-world object or environment to collect data on its shape and possibly its appearance (e.g. color). The collected data can then be used to construct digital 3D modelling, 3D models. A 3D scanner can ...
s, digitizers and software tools for geometry deformation and modeling. * ''
Hair Hair is a protein filament that grows from follicles found in the dermis. Hair is one of the defining characteristics of mammals. The human body, apart from areas of glabrous skin, is covered in follicles which produce thick terminal and f ...
'' ''and
skin Skin is the layer of usually soft, flexible outer tissue covering the body of a vertebrate animal, with three main functions: protection, regulation, and sensation. Other cuticle, animal coverings, such as the arthropod exoskeleton, have diffe ...
representation and rendering'' * ''
Skeletal animation Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the ''mesh'' or ''skin'') and a hierarc ...
'', or animation of joint angles of the skeleton structure defining the articulated body and consisting of segments (representing limbs) and joints (representing
degrees of freedom Degrees of freedom (often abbreviated df or DOF) refers to the number of independent variables or parameters of a thermodynamic system. In various scientific fields, the word "freedom" is used to describe the limits to which physical movement or ...
). Main methods of skeletal animation are parametric
keyframe In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film ...
animation, direct and
inverse kinematics In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a g ...
(possibly with constraints), direct and
inverse dynamics Inverse dynamics is an inverse problem. It commonly refers to either inverse rigid body dynamics or inverse structural dynamics. Inverse rigid-body dynamics is a method for computing forces and/or moment of force, moments of force (torques) based on ...
or other physically-based animation technique A very common way of obtaining the joint angles is through
motion capture Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robo ...
. There are also several methods to model motion from the data obtained by motion capture: motion graphs, models based on
principle component analysis Principal component analysis (PCA) is a popular technique for analyzing large datasets containing a high number of dimensions/features per observation, increasing the interpretability of data while preserving the maximum amount of information, and ...
, machine learning, etc. * ''Body surface animation and deformation or skinning'', simulating deformation of visible body surface with respect to the movement of the underlying skeleton structure. * ''Hand animation that simulates the deformation of the hand and its fingers.'' * ''Facial animation'', playing an essential role for human communication. Two mainstream facial animation research exist: parametrized models and muscle models. * ''
Walking Walking (also known as ambulation) is one of the main gaits of terrestrial locomotion among legged animals. Walking is typically slower than running and other gaits. Walking is defined by an 'inverted pendulum' gait in which the body vaults o ...
'' ''or
gait Gait is the pattern of movement of the limbs of animals, including humans, during locomotion over a solid substrate. Most animals use a variety of gaits, selecting gait based on speed, terrain, the need to maneuver, and energetic efficiency. Di ...
generation'', which should generate natural-looking walking motion based on a given trajectory and velocity. * ''
Obstacle avoidance In robotics, obstacle avoidance is the task of satisfying some control objective subject to non-intersection or non-collision position constraints. What is critical about obstacle avoidance concept in this area is the growing need of usage of unmann ...
'', task of satisfying some control objective subject to non-intersection or non-collision position constraints in order to find the optimal trajectory for walking while avoiding obstacles * ''Grasping'', which should produce the best arm and hand motion to grab an object. Grasping is often preceded by reaching, which is highly dependent on head and trunk control, as well as eye control and gaze. * ''Behavioral animation'', striving to give more character and personality to the animation, thus making it look more natural and personalized than mechanics-based animations


Types of Virtual Humans

There are two main classes of Virtual Humans: * Avatars: an
avatar (computing) In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, ...
is the
graphical representation Graphic communication as the name suggests is communication using graphic elements. These elements include symbols such as glyphs and icons, images such as drawings and photographs, and can include the passive contributions of substrate, colour ...
of the
user Ancient Egyptian roles * User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty * Useramen, an ancient Egyptian vizier also called "User" Other uses * User (computing), a person (or software) using an ...
. Avatars have been popularized by online worlds like
The Palace ''The Palace'' is a British drama television series that aired on ITV in 2008. Produced by Company Pictures for the ITV network, it was created by Tom Grieves and follows a fictional British Royal Family in the aftermath of the death of King ...
,
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fra ...
, Active Worlds, IMWU, Zepeto and others. * Autonomous Virtual Humans: an autonomous virtual human is an
autonomous agent An autonomous agent is an intelligent agent operating on a user's behalf but without any interference of that user. An intelligent agent, however appears according to an IBM white paper as: Intelligent agents are software entities that carry out ...
with embodiment or an
embodied agent In artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically ...
. A particular case of Virtual Human is the
Virtual Actor A virtual human, virtual persona, or digital clone is the creation or re-creation of a human being in image and voice using computer-generated imagery and sound, that is often indistinguishable from the real actor. The idea of a virtual actor w ...
, which is a Virtual Human (avatar or autonomous) representing an existing personality and acting in a film or a series.


History of Virtual Humans


Early Models

Ergonomic analysis provided some of the earliest applications in computer graphics for modeling a human figure and its motion.
William Fetter William Fetter, also known as William Alan Fetter or Bill Fetter (March 14, 1928June 23, 2002), was an American graphic designer and pioneer in the field of computer graphics. He explored the perspective fundamentals of computer animation of a hum ...
, a
Boeing The Boeing Company () is an American multinational corporation that designs, manufactures, and sells airplanes, rotorcraft, rockets, satellites, telecommunications equipment, and missiles worldwide. The company also provides leasing and product ...
art director in early 20th Century, was the first person to draw a human figure using a computer. This figure is known as the "Boeing Man." The seven jointed "First Man", used for studying the instrument panel of a Boeing 747, enabled many pilot motions to be displayed by articulating the figure's pelvis, neck, shoulders, and elbows. The addition of twelve extra joints to "First Man" produced "Second Man". This figure was used to generate a set of animation film sequences based on a series of photographs produced by
Eadweard Muybridge Eadweard Muybridge (; 9 April 1830 – 8 May 1904, born Edward James Muggeridge) was an English photographer known for his pioneering work in photographic studies of motion, and early work in motion-picture projection. He adopted the first ...
. Then several models were developed by various companies'': Cyberman'' (Cybernetic man-model) was developed by
Chrysler Stellantis North America (officially FCA US and formerly Chrysler ()) is one of the " Big Three" automobile manufacturers in the United States, headquartered in Auburn Hills, Michigan. It is the American subsidiary of the multinational automoti ...
Corporation for modeling human activity in and around a car. It is based on 15 joints; the position of the observer is predefined.  ''Combiman'' (Computerized biomechanical man-model) was specifically designed to test how easily a human can reach objects in a cockpit; it is defined using a 35 internal-link skeletal system. ''Boeman'' was designed in 1969 by Boeing Corporation. It is based on a 50th-percentile three-dimensional human model. He can reach for objects like baskets, collisions are detected, and visual interferences are identified. Boeman is built as a 23-joint figure with variable link lengths. ''Sammie'' (System for Aiding Man Machine Interaction Evaluation) was designed in 1972 at the University of Nottingham for general ergonometric design and analysis. This was, so far, the best parameterized human model and it presents a choice of physical types: slim, fat, muscled, etc. The vision system was very developed and complex objects have been manipulated by Sammie, based on 21 rigid links with 17 joints. Another interesting Virtual Human, ''Buford'' was developed at
Rockwell International Rockwell International was a major American manufacturing conglomerate involved in aircraft, the space industry, defense and commercial electronics, components in the automotive industry, printing presses, avionics and industrial products. R ...
to find reach and clearance areas around a model positioned by the operator. The figure represented a 50th-percentile human model and was covered by CAD-generated polygons. Buford is composed of 15 independent links that must be redefined at each modification. In facial modelling, Parke produced a representation of the head and face at the
University of Utah The University of Utah (U of U, UofU, or simply The U) is a public research university in Salt Lake City, Utah. It is the flagship institution of the Utah System of Higher Education. The university was established in 1850 as the University of De ...
, and three years later, he proposed parametric models to produce a more realistic face. Some researchers have also used  elementary volumes to create virtual human models e.g. cylinders by Poter and Willmert or ellipsoids by Herbison-Evans. Badler and Smoliar proposed Bubbleman as a three-dimensional human figure consisting of a number of spheres or bubbles. The model was based on overlap of spheres, and  the intensity and size of the spheres varied depending on the distance from the observer. In the early 1980s, Tom Calvert, a professor of kinesiology and computer science at
Simon Fraser University Simon Fraser University (SFU) is a public research university in British Columbia, Canada, with three campuses, all in Greater Vancouver: Burnaby (main campus), Surrey, and Vancouver. The main Burnaby campus on Burnaby Mountain, located from ...
, attached potentiometers to a body and used the output to drive computer animated figures for choreographic studies and clinical assessment of movement abnormalities. Calvert's animation system used the motion capture apparatus together with
Labanotation Labanotation (the grammatically correct form "Labannotation" or "Laban notation" is uncommon) is a system for analyzing and recording human movement. The inventor was Rudolf von Laban (1879-1958), a central figure in European modern dance, who d ...
and kinematic specifications to fully specify character motion. In the same time,  the
Jack Jack may refer to: Places * Jack, Alabama, US, an unincorporated community * Jack, Missouri, US, an unincorporated community * Jack County, Texas, a county in Texas, USA People and fictional characters * Jack (given name), a male given name, ...
software package was developed at the Center for Human Modeling and Simulation at the
University of Pennsylvania The University of Pennsylvania (also known as Penn or UPenn) is a private research university in Philadelphia. It is the fourth-oldest institution of higher education in the United States and is ranked among the highest-regarded universitie ...
, and was made commercially available from
Tecnomatix Tecnomatix Technologies, Ltd. (formerly NASDAQ: TCNO) is a provider of Manufacturing Process Management and Product lifecycle management software to the electronics, automotive, aerospace and heavy equipment industries, currently owned by Siemens ...
,  Jack provided a 3D interactive environment for controlling articulated figures. It featured a detailed human model and included realistic behavioral controls, anthropometric scaling, task animation and evaluation systems, view analysis, automatic reach and grasp, collision detection and avoidance, and many other useful tools for a wide range of applications. "


Production of films and demos

In the beginning of the Eighties, several companies and research groups produced short films and demos involving Virtual Humans. In particular,
Information International Inc Information International, Inc., commonly referred to as Triple-I or III, was an early computer technology company. Background The company was founded by Edward Fredkin in 1962 in Maynard, Massachusetts. It then moved (serially) to Santa Monica ...
, commonly called Triple-I or III showed the potential for computer graphics to do amazing things, by producing a 3D scan of Peter Fonda's head, and the ultimate demo, “ Adam Powers, the Juggler". In 1982, Philippe Bergeron, Nadia Magnenat-Thalmann and
Daniel Thalmann Prof. Daniel Thalmann is a Swiss and Canadian computer scientist and a pioneer in Virtual humans. He is currently Honorary Professor at EPFL, Switzerland and Director of Research Development at MIRALab Sarl in Geneva, Switzerland. Biography A ...
produced Dream Flight, a film depicting a person (articulated stick figure) transported over the Atlantic Ocean from Paris to New York. The film was completely programmed using the MIRA graphical language, an extension of the Pascal language based on graphical abstract data types. The film got several awards and was shown at the
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference on computer graphics (CG) organized by the ACM SIGGRAPH, starting in 1974. The main conference is held in North America; SIGGRAPH Asia ...
‘83 Film Show. Another film became a breakthrough in 1985, the film "
Tony de Peltrie Tony de Peltrie is a Canadian computer-animated short film from 1985. The short shows the first animated human character to express emotion through facial expressions and body movements, which touched the feelings of the audience.Philippe Bergeron ...
" that used for the first time facial animation techniques to tell a story. During the same year, the Hard Woman video for the
Mick Jagger Sir Michael Philip Jagger (born 26 July 1943) is an English singer and songwriter who has achieved international fame as the lead vocalist and one of the founder members of the rock band the Rolling Stones. His ongoing songwriting partnershi ...
's song was developed by
Digital Productions Digital Productions was a computer animation company in Los Angeles, California, that produced advertisements and special effects for films in the 1980s. The company was founded by John Whitney, Jr. and Gary Demos in 1982, following their depart ...
that showed a nice animation of a stylized woman. In the same time, "The Making Of Brilliance" was created by Robert Abel & Associates as a TV commercial and has showed an incredible motion and rendering for the time being. In l987, the
Engineering Institute of Canada The Engineering Institute of Canada (EIC) ( French: l'Institut canadien des ingénieurs; ICI) is a federation of fourteen engineering societies based in Canada, covering a broad range of engineering branches, and with a history going back to 1887. ...
celebrated its 100th anniversary. A major event, sponsored by
Bell Canada Bell Canada (commonly referred to as Bell) is a Canadian telecommunications company headquartered at 1 Carrefour Alexander-Graham-Bell in the borough of Verdun in Montreal, Quebec, Canada. It is an ILEC (incumbent local exchange carrier) in t ...
and
Northern Telecom Northern may refer to the following: Geography * North, a point in direction * Northern Europe, the northern part or region of Europe * Northern Highland, a region of Wisconsin, United States * Northern Province, Sri Lanka * Northern Range, a ra ...
, took place at the
Place des Arts Place may refer to: Geography * Place (United States Census Bureau), defined as any concentration of population ** Census-designated place, a populated area lacking its own municipal government * "Place", a type of street or road name ** Often ...
in
Montreal Montreal ( ; officially Montréal, ) is the List of the largest municipalities in Canada by population, second-most populous city in Canada and List of towns in Quebec, most populous city in the Provinces and territories of Canada, Canadian ...
. For this event, Nadia Magnenat-Thalmann and
Daniel Thalmann Prof. Daniel Thalmann is a Swiss and Canadian computer scientist and a pioneer in Virtual humans. He is currently Honorary Professor at EPFL, Switzerland and Director of Research Development at MIRALab Sarl in Geneva, Switzerland. Biography A ...
simulated
Marilyn Monroe Marilyn Monroe (; born Norma Jeane Mortenson; 1 June 1926 4 August 1962) was an American actress. Famous for playing comedic " blonde bombshell" characters, she became one of the most popular sex symbols of the 1950s and early 1960s, as wel ...
and
Humphrey Bogart Humphrey DeForest Bogart (; December 25, 1899 – January 14, 1957), nicknamed Bogie, was an American film and stage actor. His performances in Classical Hollywood cinema films made him an American cultural icon. In 1999, the American Film In ...
meeting in a cafe in the old town  of Montreal. This film
Rendez-vous in Montreal Rendez-vous in Montreal is an animated film that used advanced computer techniques to achieve such effects as modelling the film stars Marilyn Monroe and Humphrey Bogart. The film was directed by Nadia Magnenat Thalmann and Daniel Thalmann and produ ...
was the first film that has modelled 3D legendary stars. The film is a result of an extensive research on the 3D cloning aspect of real humans as well as the modelling of their behaviour.   In 1988 "
Tin Toy ''Tin Toy'' is a 1988 American computer-animated short film produced by Pixar and directed by John Lasseter. The short film, which runs five minutes, stars Tinny, a tin one-man band toy, attempting to escape from Billy, an infant. The third sho ...
" was the first film made by computer to obtain  an
Oscar Oscar, OSCAR, or The Oscar may refer to: People * Oscar (given name), an Irish- and English-language name also used in other languages; the article includes the names Oskar, Oskari, Oszkár, Óscar, and other forms. * Oscar (Irish mythology), ...
(as Best Animated Short Film). It is the story of a tin
one-man band A one-man band is a musician who plays a number of instruments simultaneously using their hands, feet, limbs, and various mechanical or electronic contraptions. One-man bands also often sing while they perform. The simplest type of "one-man ban ...
toy, attempting to escape from Billy, a silly infant. The same year, deGraf/Wahrman developed "Mike the Talking Head" for
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
to demonstrate the real-time capabilities of their new 4D machines. Mike was driven by a specially built controller that allowed a single puppeteer to handle many parameters of the character's face, including mouth, eyes, expression, and head position. The
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
hardware provided real-time interpolation between facial expressions and head geometry as controlled by the performer. Mike was performed live in that year's
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference on computer graphics (CG) organized by the ACM SIGGRAPH, starting in 1974. The main conference is held in North America; SIGGRAPH Asia ...
film and video show. In 1989, Kleiser- Walczak produced Dozo, a computer animation of a woman dancing in front of a microphone while singing a song for a music video. They captured the motion using an optically-based solution from
Motion Analysis Motion analysis is used in computer vision, image processing, high-speed photography and machine vision that studies methods and applications in which two or more consecutive images from an image sequences, e.g., produced by a video camera or high ...
with multiple cameras to triangulate the images of small pieces of reflective tape placed on the body. The resulting output is the 3-D trajectory of each reflector in the space. In 1989, in the film "
The Abyss ''The Abyss'' is a 1989 American science fiction film written and directed by James Cameron and starring Ed Harris, Mary Elizabeth Mastrantonio, and Michael Biehn. When an American submarine sinks in the Caribbean, a US search and recovery team ...
", a particular sequence shows a watery pseudopod acquiring a human face. This represented an important step for future synthetic characters as it was then possible to transform one shape to another human face. In 1989, Lotta Desire, actress of "The Little Death" and "Virtually Yours" demonstrated advanced facial animation and first computer animated kiss. Then, " Terminator II" movie marked in 1991 a milestone in the animation of virtual humans mixed with real people and decors. In the nineties, several short movies were produced, the most well-known is “
Geri's Game ''Geri's Game'' is a 1997 American computer-animated short film produced by Pixar and written and directed by Jan Pinkava. The short, which shows a senior named Geri who competes with himself in a game of chess, was Pixar's first film to feature ...
” from
Pixar Pixar Animation Studios (commonly known as Pixar () and stylized as P I X A R) is an American computer animation studio known for its critically and commercially successful computer animated feature films. It is based in Emeryville, Californi ...
which received the
Academy Award The Academy Awards, better known as the Oscars, are awards for artistic and technical merit for the American and international film industry. The awards are regarded by many as the most prestigious, significant awards in the entertainment ind ...
for Animated Short films.


More recent Virtual Humans R&D

Behavioral animation was introduced and developed by Craig Reynolds. He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement. By integrating numerous virtual humans to inhabit virtual worlds, Musse and Thalmann then initiated the field of
crowd simulation Crowd simulation is the process of simulating the movement (or ) of a large number of entities or characters. It is commonly used to create virtual scenes for visual media like films and video games, and is also used in crisis training, architec ...
. Starting in the nineties, researchers have shifted to real-time animation and to the interaction with virtual worlds. The merge of
Virtual Reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
, Human Animation and
Video Analysis Video content analysis or video content analytics (VCA), also known as video analysis or video analytics (VA), is the capability of automatically analyzing video to detect and determine temporal and spatial events. This technical capability is used ...
techniques has led to the integration of Virtual Humans in Virtual Reality, the interaction with these virtual humans, and the self-representation as a clone or avatar or participant in the
Virtual World A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities ...
.
Interaction Interaction is action that occurs between two or more objects, with broad use in philosophy and the sciences. It may refer to: Science * Interaction hypothesis, a theory of second language acquisition * Interaction (statistics) * Interactions o ...
with Virtual Environments was planned to be at various level of user configuration. A high-end configuration could involve an
immersive environment Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total enviro ...
where users would interact by
voice The human voice consists of sound made by a human being using the vocal tract, including talking, singing, laughing, crying, screaming, shouting, humming or yelling. The human voice frequency is specifically a part of human sound production in ...
,
gesture A gesture is a form of non-verbal communication or non-vocal communication in which visible bodily actions communicate particular messages, either in place of, or in conjunction with, speech. Gestures include movement of the hands, face, or ot ...
and physiological signals with virtual humans that would help them explore their digital data environment, both locally and over the
Web Web most often refers to: * Spider web, a silken structure created by the animal * World Wide Web or the Web, an Internet-based hypertext system Web, WEB, or the Web may also refer to: Computing * WEB, a literate programming system created by ...
. For this, Virtual Humans started to be able to recognize gestures, speech and expressions of the user and answer by speech and animation. The ultimate objective of this development is to create  realistic and believable virtual humans with
adaptation In biology, adaptation has three related meanings. Firstly, it is the dynamic evolutionary process of natural selection that fits organisms to their environment, enhancing their evolutionary fitness. Secondly, it is a state reached by the po ...
,
perception Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system ...
and
memory Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembered, ...
. These virtual humans paved the way of today research to produce virtual humans that can act freely while simulating emotions. Ideally, the goal is to have them aware of the environment and unpredictable.


Applications of Virtual Humans

* Virtual people for simulation-based learning and training (transportation, civil engineering, etc.), skill development, team coordination, and
decision-making In psychology, decision-making (also spelled decision making and decisionmaking) is regarded as the Cognition, cognitive process resulting in the selection of a belief or a course of action among several possible alternative options. It could be ...
. * Virtual users for the ergonomic analysis in work environments and vehicles. *
Virtual patient The term virtual patient is used to describe interactive computer simulations used in health care education to train students on clinical processes such as making diagnoses and therapeutic decisions. Virtual patients attempt to combine modern tech ...
s for surgery and
plastic surgery Plastic surgery is a surgical specialty involving the restoration, reconstruction or alteration of the human body. It can be divided into two main categories: reconstructive surgery and cosmetic surgery. Reconstructive surgery includes craniofa ...
. * Virtual presenters for TV and the Web. * Virtual individuals and crowds for the simulation and training in case of emergency situations. * Virtual mannequins for the
clothing industry Clothing industry or garment industry summarizes the types of trade and industry along the production and value chain of clothing and garments, starting with the textile industry (producers of cotton, wool, fur, and synthetic fibre), embellishme ...
. *
Virtual actor A virtual human, virtual persona, or digital clone is the creation or re-creation of a human being in image and voice using computer-generated imagery and sound, that is often indistinguishable from the real actor. The idea of a virtual actor w ...
s for movies. *
Virtual patient The term virtual patient is used to describe interactive computer simulations used in health care education to train students on clinical processes such as making diagnoses and therapeutic decisions. Virtual patients attempt to combine modern tech ...
s for
orthopedic surgery Orthopedic surgery or orthopedics ( alternatively spelt orthopaedics), is the branch of surgery concerned with conditions involving the musculoskeletal system. Orthopedic surgeons use both surgical and nonsurgical means to treat musculoskeletal ...
and
prostheses In medicine, a prosthesis (plural: prostheses; from grc, πρόσθεσις, prósthesis, addition, application, attachment), or a prosthetic implant, is an artificial device that replaces a missing body part, which may be lost through trau ...
and
rehabilitation Rehabilitation or Rehab may refer to: Health * Rehabilitation (neuropsychology), therapy to regain or improve neurocognitive function that has been lost or diminished * Rehabilitation (wildlife), treatment of injured wildlife so they can be retur ...
. * Virtual teachers for
distance education Distance education, also known as distance learning, is the education of students who may not always be physically present at a school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually in ...
, interactive assistance, and personalized instruction. * Virtual people for the treatment of
social anxiety disorder Social anxiety disorder (SAD), also known as social phobia, is an anxiety disorder characterized by sentiments of fear and anxiety in social situations, causing considerable distress and impaired ability to function in at least some aspects ...
and phobia and virtual psychotherapies. * Virtual inhabitants for virtual cities and architectural simulation with buildings, landscapes and lights, etc. * Virtual characters for
computer games A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-deter ...
and Lunaparks/casinos. * Virtual athletes for sport simulation and teaching. * Virtual soldiers for military applications such as battlefield simulation, team training, and peace-keeping operations. * Virtual characters for interactive drama * Virtual workers for the simulation in industrial environments. * Virtual ancient people for inhabited
cultural heritage Cultural heritage is the heritage of tangible and intangible heritage assets of a group or society that is inherited from past generations. Not all heritages of past generations are "heritage"; rather, heritage is a product of selection by soci ...
sites. * Virtual representations of participants in virtual conferences in order to reduce the transmission
bandwidth Bandwidth commonly refers to: * Bandwidth (signal processing) or ''analog bandwidth'', ''frequency bandwidth'', or ''radio bandwidth'', a measure of the width of a frequency range * Bandwidth (computing), the rate of data transfer, bit rate or thr ...
requirements. * Virtual employees for design and
maintenance Maintenance may refer to: Biological science * Maintenance of an organism * Maintenance respiration Non-technical maintenance * Alimony, also called ''maintenance'' in British English * Champerty and maintenance, two related legal doctrine ...
of equipment: design for access, ease of repair, safety, tool clearance, visibility, etc. * Virtual people for human factor analysis.


External links


Books about Virtual Humans

* Nadia Magnenat-Thalmann (Editor), Daniel Thalmann (Editor), Handbook of Virtual Humans, ISBN 978-0-470-02316-7, 468 pages, Wiley, August 2004 (ACM Digital Library) * Peter M. Plantec, Virtual Humans: A Build-It-Yourself Kit, Complete with Software and Step-by-Step Instructions, Amacom, 2003 * David Burden, Maggi Savin-Baden, Virtual Humans Today and Tomorrow, 2020, Chapman and Hall/CRC


Books with some contents of Virtual Humans

* Wayne E. Carlson, Computer Graphics and Computer Animation: A Retrospective Overview licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License * Modeling Communication with Robots and Virtual Humans, Second Ziff Research Group 2005/2006 International Workshop on Embodied Communication in Humans and Machines, Bielefeld, Germany, April 5–8, 2006, Revised Selected Papers


References

{{reflist Computer animation 3D computer graphics Animated characters