Notes:
The Rocketbox Studio models are a collection of 3D models of virtual bodies that have been integrated into the WorldViz Vizard 3D software toolkit. The models include animation-enabled models of female adult and children bodies, and they can be purchased from Rocketbox Libraries.
Rocketbox Libraries is a company that provides a range of 3D models and assets for use in various software applications, including the WorldViz Vizard 3D software toolkit. The characters’ appearances were selected from a collection of characters provided by Rocketbox Libraries for use in Vizard.
The integration of the Rocketbox Studio models into the WorldViz Vizard 3D software toolkit allows users to incorporate realistic 3D models of virtual bodies into their Vizard projects. These models can be used for a variety of purposes, including visualization, simulation, and training.
The references below describe the use of the WorldViz Vizard 3D software toolkit and the Rocketbox Studio models in virtual reality applications. The Rocketbox Studio models are 3D models of virtual bodies that have been integrated into the Vizard software and are available in a collection called the Complete Characters HD. These models are animation-enabled and are used for visualization, simulation, and research purposes. The text also mentions the use of Vizard for displaying virtual environments and for scripting experiments, and it mentions the use of avatars from the Complete Characters HD set in these applications.
Resources:
- microsoft/microsoft-rocketbox .. library of 115 rigged avatars
- microsoft/movebox-for-microsoft-rocketbox .. toolbox to animate rocketbox avatars
Wikipedia:
References:
- MoveBox: Democratizing MoCap for the Microsoft Rocketbox Avatar Library (2020)
- The Rocketbox library and the utility of freely available rigged avatars (2020)
See also:
Unity3d & Dialog Systems | WorldViz Vizard & Virtual Humans 2010 | WorldViz Vizard & Virtual Humans 2017
The Rocketbox library and the utility of freely available rigged avatars
M Gonzalez-Franco, E Ofek, Y Pan… – Frontiers in virtual …, 2020 – upcommons.upc.edu
As part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR) research community. Avatars, virtual representations of …
MoveBox: Democratizing MoCap for the Microsoft Rocketbox Avatar Library
M Gonzalez-Franco, Z Egan, M Peachey, A Antley… – eyalofek.org
This paper presents MoveBox an open sourced toolbox for animating motion captured (MoCap) movements onto the Microsoft Rocketbox library of avatars. Motion capture is performed using a single depth sensor, such as Azure Kinect or Windows Kinect V2. Motion …
Real time whole body motion mapping for avatars and robots
B Spanlang, X Navarro, JM Normand… – Proceedings of the 19th …, 2013 – dl.acm.org
… For various research demos the system was tested with a combi- nation of motion capture devices, robots and avatars from different companies in Unity3D and HALCA. In the accompanying video we demonstrate Kinect control of a Rocketbox avatar in Unity3D (also shown in …
A comparison of avatar-, video-, and robot-mediated interaction on users’ trust in expertise
Y Pan, A Steed – Frontiers in Robotics and AI, 2016 – frontiersin.org
… of avatars might result in different impression formation and activate social stereotypes. This implies that variations have to be included in cross media comparisons, as will be the case in the current study. We used a commercially available female Rocketbox ® avatar and the …
The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments
EA McManus, B Bodenheimer, S Streuber… – Proceedings of the …, 2011 – dl.acm.org
… Interestingly, avatars might also improve user’s performance inde- pendently from whether they are presented as the user (self-avatar) or as others actions (eg animated avatar … This data (bvh files) was then applied to an accurately scaled RocketBox avatar in 3DStudio Max 2009 …
The effect of viewing a self-avatar on distance judgments in an HMD-based virtual environment
BJ Mohler, SH Creem-Regehr, WB Thompson… – Presence …, 2010 – MIT Press
… An animation-enabled avatar pur- chased from Rocketbox Studios was used … partic- ipants saw a static avatar matched to their own body dimensions, an animated avatar which moved … The avatars or markers were placed either at the location of the par- ticipant in the virtual world …
Avatar type affects performance of cognitive tasks in virtual reality
Y Pan, A Steed – 25th ACM Symposium on Virtual Reality Software and …, 2019 – dl.acm.org
… a stool, see Fig- ure 1(b). The full body avatars were either male or female assets from Rocketbox Studios. The self-avatars were animated using the Final IK plugin from RootMotion [RootMotion 2019]. See Fig- ure 1(c) for a first person view. The hands only avatar was based on …
The influence of eye height and avatars on egocentric distance estimates in immersive virtual environments
M Leyrer, SA Linkenauger, HH Bülthoff… – Proceedings of the …, 2011 – dl.acm.org
… Within the model of the room a co-located self-animated avatar was integrated in the corresponding conditions. The avatars (female and male) are part of the Rocketbox Studios GmbH Complete Charac- ters Library. The position …
The impact of self-avatars on trust and collaboration in shared virtual environments
Y Pan, A Steed – PloS one, 2017 – journals.plos.org
… Some participants had a self-avatar. We provided both male and female avatars in generic clothing, taken from the Rocketbox Complete Characters HD set. The self-avatars were animated using the Final IK plugin from RootMotion …
How foot tracking matters: The impact of an animated self-avatar on interaction, embodiment and presence in shared virtual environments
Y Pan, A Steed – Frontiers in Robotics and AI, 2019 – frontiersin.org
… 3.3. Avatars. Some participants had a randomly assigned gender-matched self-avatar (see Figure 2). We provided two male and two female avatars, taken from the Rocketbox Complete Characters HD set, in generic clothing …
Perception of basic emotions from facial expressions of dynamic virtual avatars
C Faita, F Vanni, C Lorenzini, M Carrozzino… – … on Augmented and …, 2015 – Springer
… The core of HALCA consists of a motion mixer and an avatar visualization engine and … HALCA has been already used to generate immersive VEs with animated avatars [15] which … of virtual humans (one male, one female) have been selected within the Rocketbox library (www …
The effect of environmental features, self-avatar, and immersion on object location memory in virtual environments
M Murcia-López, A Steed – Frontiers in ICT, 2016 – frontiersin.org
… High fidelity single point tracking virtual avatars, based on head tracking, were used in the corresponding desktop body and HMD body conditions. A female and male avatar model were obtained from the Rocketbox ® Library (Havok, 2014) …
Comparing flat and spherical displays in a trust scenario in avatar-mediated interaction
Y Pan, W Steptoe, A Steed – Proceedings of the SIGCHI Conference on …, 2014 – dl.acm.org
… 27]. Avatars are capable of eliciting appropri- ate responses from observers (see eg [2], [29]). Faceshift … the avatar. With the embedded plug-in of Faceshift in Maya R , we obtain 46 blendshapes of the Rocketbox R avatar. Then, we …
Altered visual feedback from an embodied avatar unconsciously influences movement amplitude and muscle activity
P Bourdin, M Martini, MV Sanchez-Vives – Scientific Reports, 2019 – nature.com
… noticed any experimental manipulation between the different conditions, and in particular whether they had noticed any change in the avatar’s arm position … out of 27 (ie representing the 11%) were excluded from the study because they noticed that the avatars’ movements could …
Visual perception and evaluation of photo-realistic self-avatars from 3D body scans in males and Females
A Thaler, I Piryankova, JK Stefanucci, S Pujades… – Frontiers in …, 2018 – frontiersin.org
… In most research, avatars have been created through the use of previously modeled or purchased avatar kits, eg, from Rocketbox Studios GmbH, Mixamo, Poser, or the Open-Source Software MakeHuman (also see Spanlang et al., 2014) …
Animated self-avatars in immersive virtual reality for studying body perception and distortions
S Paul, B Mohler, S Paul – IEEE VR Doctoral Consortium 2015, 2018 – researchgate.net
… Self-avatars if they are able to be photorealistic [13], self-animated [11] and able to be … In addition, for 3D user interface a calibrated self-avatar may be more effective (as could be … a virtual room with a mirror where partici- pants can see themselves (as a Rocketbox or as a point …
Visual appearance modulates motor control in social interactions
S de la Rosa, T Meilinger, S Streuber, A Saulton… – Acta Psychologica, 2020 – Elsevier
… We assumed an interpupillary distance of 8 cm for every participant. Avatars were placed at a virtual distance of 1.2 m away from the participants. The human-looking avatar was a female Rocketbox avatar. The robot-looking avatar was a custom build avatar made in Maya …
Face recognition of full-bodied avatars by active observers in a virtual environment
I Bülthoff, BJ Mohler, IM Thornton – Vision research, 2019 – Elsevier
… added to the same body for all statues (a male avatar named casual03 from Rocketbox Studios GmbH … avatar body was 200 cm high when standing; body height of a sitting avatar was 100 … With the pedestal, the maximal height was 220 cm for the standing avatars and 120 cm for …
An evaluation of self-avatar eye movement for virtual embodiment
D Borland, T Peck, M Slater – IEEE transactions on visualization …, 2013 – ieeexplore.ieee.org
… library to animate the two (one male and one female) virtual characters from RocketBox Studios … our simulated-eye-tracking method improves the state-of-the-art in avatar representation for … Infinite Reality: Avatars, Enternal Life, New Worlds, and the Dawn of the Virtual Revolution …
A text-driven conversational avatar interface for instant messaging on mobile devices
M Rincón-Nigro, Z Deng – IEEE Transactions on Human …, 2013 – ieeexplore.ieee.org
… due to misspellings seem to break the illusion of realism in avatar interfaces … realistic, their communication experience is positively affected by adding traits of realism to the avatars … ACKNOWLEDGMENT The authors would like to thank the RocketBox Libraries for pro- viding …
The influence of a self-avatar on space and body perception in immersive virtual reality
I Piryankova – 2015 – books.google.com
… in their perceived weight. The body mass index of the participants’ personalized avatars was altered and the availability of visual cues like texture and shape of the person- alized avatar were manipulated. I found that weight …
Exchange of avatars: Toward a better perception and understanding
T Lopez, R Bouville, E Loup-Escande… – IEEE transactions on …, 2014 – ieeexplore.ieee.org
… Participants used an application designed with the engine Unity 4 and RocketBox Studios characters … Fig. 6. Presentation of the environment of the second experimentation: the use can trigger the exchange of his own avatar with any of the three other avatars in the …
Virtual training leads to physical, cognitive and neural benefits in healthy adults
D Burin, Y Liu, N Yamaya, R Kawashima – NeuroImage, 2020 – Elsevier
… The virtual bodies were selected from the Microsoft Rocketbox Avatar public library (github.com/microsoft/Microsoft-Rocketbox), modeled in 3D Studio max 2017 and implemented in Unity3D, together with the virtual environment: they were gender-matched life-sized humanoid …
FrankenFolk: Distinctiveness and attractiveness of voice and motion
J Ond?ej, C Ennis, NA Merriman… – ACM Transactions on …, 2016 – dl.acm.org
… Fig. 2. Rocketbox avatars used in the partial baseline experiment with two versions of clothing for male and female. Avatar: To test the effect of character’s appearance we used six male and six female models from Rocketbox (see Figure 2). Each model had two materials with …
The Effect of Viewing a Self-Avatar on Distance Judgments in an HMD-Based Virtual Environment
SH Creem-Regehr, WB Thompson – 2010 – academia.edu
… An animation-enabled avatar pur- chased from Rocketbox Studios was used … partic- ipants saw a static avatar matched to their own body dimensions, an animated avatar which moved … The avatars or markers were placed either at the location of the par- ticipant in the virtual world …
Inertial sensor-based touch and shake metaphor for expressive control of 3D virtual avatars
S Patil, HR Chintalapalli, D Kim, Y Chai – Sensors, 2015 – mdpi.com
… methods [2]. In [3], the authors present a motion-capture-based performance animation system that maps detailed user motion to a virtual avatar; an optical … Gesture recognition can be used in entertainment and serious games to control avatars or interact with virtual worlds …
SEAN-EP: A Platform for Collecting Human Feedback for Social Robot Navigation at Scale
N Tsoi, M Hussein, O Fugikawa, JD Zhao… – arXiv preprint arXiv …, 2020 – arxiv.org
… social forces [47] while the avatar walks from one waypoint along the path to the next. The low-level controller accounts for dynamic objects, such as other people or the robot in the simulation. For this work, we modified SEAN to use the Microsoft Rocketbox avatars library [48 …
FrankenFolk: Distinctiveness and Attractiveness of Voice and Motion
C ENNIS, NA MERRIMAN, C O’SULLIVAN – disneyresearch.s3.amazonaws.com
… Fig. 2. Rocketbox avatars used in the partial baseline experiment with two versions of clothing for male and female. Avatar: To test the effect of character’s appearance we used six male and six female models from Rocketbox (see Figure 2). Each model had two materials with …
The role of avatar fidelity and sex on self-motion recognition
A Thaler, AC Wellerdiek, M Leyrer… – Proceedings of the 15th …, 2018 – dl.acm.org
… different visual representations of a body: a point-light figure, a male character, and a female character (Figure 1). The characters were average size male and female characters from the Rocketbox Studios GmbH … 4 GENERAL DISCUSSION Avatars and avatar design are …
Effects of 3D perspective on head gaze estimation with a multiview autostereoscopic display
Y Pan, A Steed – International Journal of Human-Computer Studies, 2016 – Elsevier
… Perception of an avatars gaze direction has also been studied in virtual environments … 3.2. Software. We developed a view-dependent ray traced rendering method to represent a remote person as a commercially available Rocketbox ® avatar on the display …
Visuo-spatial perspective-taking, avatar embodiment and the ability to cultivate compassion using virtual reality and mental imagery
NM Alden – 2015 – discovery.ucl.ac.uk
Page 1. Visuo-spatial perspective-taking, avatar embodiment and the ability to cultivate compassion using virtual reality and mental imagery Nicola Alden D.Clin.Psy. thesis (Volume 1), 2015 University College London Page 2. 2 UCL Doctorate in Clinical Psychology …
A catch-up illusion arising from a distance-dependent perception bias in judging relative movement
T Meilinger, B Garsoffky, S Schwan – Scientific reports, 2017 – nature.com
… 1). Both Rocketbox© avatars’ animated running motion was identical, synchronized, and independent of the running speed … The initial distance between both avatars was 4.5 m and the observer was 6 m away from the closest avatar when watching from the back, 10.5 …
Visual adaptation dominates bimodal visual-motor action adaptation
S De La Rosa, Y Ferstl, HH Bülthoff – Scientific Reports, 2016 – nature.com
… Specifically, we examined the visual categorization of social actions in an experimental setup that mimics realistic social interactions by using augmented reality in which three-dimensional avatars were facing participants (Fig. 1A) … The avatar is a Rocketbox asset …
Virtual peacemakers: Mimicry increases empathy in simulated contact with virtual outgroup members
BS Hasler, G Hirschberger… – … , Behavior, and Social …, 2014 – liebertpub.com
… Virtual agents (ie, computer-controlled avatars) make it possible to create an interactive and realistic contact situation by simulating both verbal and nonverbal aspects of human communication … The Jamil avatar was purchased from the Rocketbox libraries 22 that offers …
Evoking and assessing vastness in virtual environments
G Rauhoeft, M Leyrer, WB Thompson… – Proceedings of the …, 2015 – dl.acm.org
… adjustment task, we used a female and male virtual avatar (gender matched) from the Rocketbox Complete Characters Library. Participants adjusted the avatar height using a Logitech Gamepad. For the real time rendering of the virtual environments and avatars, we used a …
The Object Orientation Effect in Exocentric Distances
M Weller, K Takahashi, K Watanabe… – Frontiers in …, 2018 – frontiersin.org
… We used two virtual human characters (“avatars”), one male and the other female, from Rocketbox TM , just as in previous experiments (Jung et al., 2016). The male avatar had a height of 175 cm and the female 165 cm. During their presentation, the avatars were animated with …
Situated Displays in Telecommunication
Y Pan – 2015 – discovery.ucl.ac.uk
… We developed a view-dependent ray traced rendering method to represent a remote person as an avatar on the random hole display … Page 20. 1.3. Contributions 20 cal display can be statically situated as an interesting display for virtual avatars or other content …
Inverse Kinematics and Temporal Convolutional Networks for Sequential Pose Analysis in VR
DC Jeong, JJ Xu, LC Miller – researchgate.net
… In addition to the characters available on Mixamo, we utilize existing game character avatar libraries, such as Microsoft Rocketbox 7, which contains 115 game-ready avatars of dif- ferent gender, race/ethnicity, and occupations (eg, firefight- ers) [68] …
Owning an overweight or underweight body: distinguishing the physical, experienced and virtual body
IV Piryankova, HY Wong, SA Linkenauger, C Stinson… – PloS one, 2014 – journals.plos.org
… A mesh of a stylized female avatar (from the Rocketbox Studios GmbH: Complete Characters Library HD) was modified in Autodesk 3ds Max 2010 to create the meshes of the underweight and the overweight avatars (see Figure 2). The width of the hips and the shoulders of the …
Velocity-dependent dynamic curvature gain for redirected walking
CT Neth, JL Souman, D Engel, U Kloos… – IEEE transactions on …, 2012 – ieeexplore.ieee.org
… We used four different avatars from RocketBox GmbH (sportive01_f, sportive04_f, casual09_m, and casual29_m with … appearance was always sportive01_f, whereas the appear- ance of the intersecting avatar was randomized between the remaining avatars (see Fig …
How to build an embodiment lab: achieving body representation illusions in virtual reality
B Spanlang, JM Normand, D Borland… – Frontiers in Robotics …, 2014 – frontiersin.org
… This enables us to simulate light interactions so that the participant can see reflections and shadows of their virtual avatar, which is quite common in virtual embodiment scenarios (see Results) … Rocketbox and some Mixamo avatars also have skeletal mapping for the …
A fully immersive set-up for remote interaction and neurorehabilitation based on virtual body ownership
D Perez-Marcos, M Solazzi, W Steptoe… – Frontiers in …, 2012 – frontiersin.org
… A gender-matched RocketBox (Rockebox Studios GmbH) avatar with 123 bones and articulated joints is … the connected clients, in such a way that the sent/read avatar data are … All sensory data streams (avatars, virtual scene, physiological data, speech, haptic information, etc …
Virtual arm? s reach influences perceived distances but only after experience reaching
SA Linkenauger, HH Bülthoff, BJ Mohler – Neuropsychologia, 2015 – Elsevier
… shorter arms. The actual dimensions of the arm were contingent on the avatar from which the arm model was derived, which was an average sized male avatar created by Rocketbox© (constant across participants). The 3-D …
Embodiment in a virtual body that speaks produces agency over the speaking but does not necessarily influence subsequent real speaking
D Banakou, M Slater – Scientific reports, 2017 – nature.com
… Virtual models were created in 3D Studio Max 2010 and Motion Builder 2012 using the RocketBox avatar Library. The virtual environment was implemented using the XVR software platform 22 . The target words were the same as those used in 16 …
The effect of emotional narrative virtual environments on user experience
C Faita, C Tanca, A Piarulli, M Carrozzino… – … on Augmented Reality …, 2016 – Springer
… Based on the results of our study, ENVE will be improved and used to further investigate the effect of the emotional content on the user experience, especially related to the avatar interaction in the virtual emotional … The avatars were taken from Rocketbox library (www …
Empowerment and embodiment for collaborative mixed reality systems
Y Pan, D Sinclair, K Mitchell – Computer Animation and Virtual …, 2018 – Wiley Online Library
… 3.2 Avatars. Some participants had a self?avatar. We provided both male and female avatars in generic clothing taken from the Rocketbox Complete Characters HD set. We used each participant’s height information to scale the height of the avatar …
The Effect of Emotional Narrative Virtual Environments on User Experience
F Tecchia, M Bergamasco – … , AVR 2016, Lecce, Italy, June 15-18 …, 2016 – books.google.com
… Based on the results of our study, ENVE will be improved and used to further investigate the effect of the emotional content on the user experience, especially related to the avatar interaction in the virtual emotional … The avatars were taken from Rocketbox library (www …
Adaptation aftereffects reveal representations for encoding of contingent social actions
LA Fedorov, DS Chang, MA Giese… – Proceedings of the …, 2018 – National Acad Sciences
Skip to main content. Submit; About: Editorial Board; PNAS Staff; FAQ; Rights and Permissions; Site Map. Contact; Journal Club; Subscribe: Subscription Rates; Subscriptions FAQ; Open Access; Recommend PNAS to Your Librarian. Log in; Log out; My Cart. Main menu …
Sexual attraction modulates interpersonal distance and approach-avoidance movements towards virtual agents in males
R Welsch, C von Castell, M Rettenberger, D Turner… – PloS one, 2020 – journals.plos.org
… Avatars were chosen from the Complete Characters HD Set (Rocketbox Studios GmbH, Hannover, Germany). To control for potential effects of gaze direction [14, 21, 36], the avatar’s eyes were dynamically adjusted so that they looked directly onto the observer’s bridge of the …
Short Paper: Virtual Storyteller in Immersive Virtual Environments Using Fairy Tales Annotated for Emotion States.
IV Alexandrova, EP Volkova, U Kloos, HH Bülthoff… – EGVE/EuroVR …, 2010 – Citeseer
… The dynamic clips ranged from 2 to 6 sec- onds in length. The avatar used for the storytelling was a vir- tual character (Rocketbox Studios). The captured animations were mapped to the character in Autodesk Motion Builder 2009 …
Natural user interface to assess social skills in autistic population
C Faita, R Brondi, C Tanca, M Carrozzino… – … on Augmented Reality …, 2017 – Springer
… These children can learn to follow an avatar gaze and gesture cues, and can respond … [16] showed that autistic people were capable of recognizing avatars mental and … engine developed by Unity Technologies 2 . The 3D virtual human model from Rocketbox library (Rocketbox …
The “3D Wiki”: Blending virtual worlds and Web architecture for remote collaboration
M Roberts, N Ducheneaut… – 2010 IEEE International …, 2010 – ieeexplore.ieee.org
… and medium spaces (with avatars present), but remains relatively low when avatars are absent … simplifying the avatar system) would most probably help the system scale beyond the … Journal of Object- Oriented Programming, Volume 1, Issue 3 [12] Rocketbox Studios: Complete …
Robotic Embodiment Developing a System for and Applications with Full Body Ownership of a Humanoid Robot
S Kishore – 2016 – tdx.cat
… HMD Head Mounted Display. HUMAN HALCA Unity3D Mapping Avatars through Networks. IVR Immersive Virtual Reality … ously, where they were in full control of a different humanoid robot at each physical location and a virtual avatar in the virtual location …
Live speech driven head-and-eye motion generators
BH Le, X Ma, Z Deng – IEEE transactions on visualization and …, 2012 – ieeexplore.ieee.org
… Researchers have proposed many techniques to model eye gaze of avatars in virtual environ- ments or in a conversation [2], [43], [8], [4], [9 … Itti and Dhavale [49] incorporated blink into their avatar engine by implementing simple heuristic rules to determine the frequency of blink …
HUMAN PERFORMANCE AND THE PERCEPTION OF ACTIONS IN
E McManus – 2012 – pdfs.semanticscholar.org
… their potential benefits and limits a high priority. For instance, self-avatars have been … 14 Page 26. made using Xsens MVN motion capture suit data captured from the first author. This data was then applied to an accurately scaled RocketBox avatar in 3DStudio Max 2009 …
Could a virtual human be used to explore excessive daytime sleepiness in patients?
P Philip, S Bioulac, A Sauteraud, C Chaufton… – … teleoperators and virtual …, 2014 – MIT Press
… with Unity3D (Unity-Technologies, 2014), a 3D gaming engine, and it uses 81 bones 3D characters from Rocketbox Libraries (RocketBox-Libraries, 2014) … the following: whether they were face to face with a virtual physician or a real physician animating an avatar; whether they …
A statistical quality model for data-driven speech animation
X Ma, Z Deng – IEEE transactions on visualization and …, 2012 – ieeexplore.ieee.org
… Page 2. data-driven speech animation techniques to numerous online or interactive talking avatar applications … Ma et al. [45] quantitatively analyze how human perception is affected by audio-head motion characteristics of talking avatars, specifically, quantifying the correlation …
Group-Based Expert Walkthroughs: How Immersive Technologies Can Facilitate the Collaborative Authoring of Character Animation
Y Pan, K Mitchell – 2020 IEEE Conference on Virtual Reality …, 2020 – ieeexplore.ieee.org
… We provided a gender-matched avatar in generic clothing taken from the Rocketbox Complete Characters HD set to represent … The impact of self-avatars on trust and collab- oration in shared virtual environments … Mini-me: an adaptive avatar for mixed reality remote collaboration …
Aggressive versus Loud Virtual Agents
C Gerritsen, W van Vught – researchgate.net
… http://www.rocketbox-libraries.com … 1) I listened carefully when the story was read; 2) I had the feeling the avatar was angry; 3) I believed the experiment was about attention and memory; 4) The avatar scared me when she was angry; 5) I felt personally addressed by her anger; 6 …
Embodying compassion: a virtual reality paradigm for overcoming excessive self-criticism
CJ Falconer, M Slater, A Rovira, JA King, P Gilbert… – PloS one, 2014 – journals.plos.org
… The virtual characters used, both adult and child, were acquired from Rocketbox Studios … view of child avatar when embodied in adult avatar; (C) view of adult avatar when embodied in the child avatar (1 st person perspective); (D) external view of child and adult avatars (3 rd …
It’s About Time: The Illusions of Time Perception and Travel in Immersive Virtual Reality
R Pizarro Lozano – 2016 – tdx.cat
… In this experiment we immersed participants in a virtual reality scenario in which they performed a task for 200 seconds while embodied in one of three avatars that depicted three different age groups. Volunteers underwent two trials where the only change was the avatar they …
IMOSHION: A simulation framework using virtual intelligent agents for workplace evacuation in case of emergency situation
S Maruejouls, C Chopinaud – … on Practical Applications of Agents and Multi …, 2013 – Springer
… virtual agents are evolved by following autonomous behaviours, and a first-person view in which a user manipulates an avatar to interact … and the agents rendering are done through an integration of the decisional behaviors into the Unity3D engine with RocketBox animation …
Could a Virtual Human Be Used to Explore Excessive Daytime Sleepiness in Patients?
CHU Clinique du Sommeil, S phanie Bioulac – researchgate.net
… with Unity3D (Unity-Technologies, 2014), a 3D gaming engine, and it uses 81 bones 3D characters from Rocketbox Libraries (RocketBox-Libraries, 2014) … the following: whether they were face to face with a virtual physician or a real physician animating an avatar; whether they …
Corrosion prevention and control training in an immersive virtual learning environment
RD Webster – 2014 – researchgate.net
… A very important resource needed for all the modules was the fully animated avatar, which represented the animated pedagogical agent. To save time and costs we decided to purchase a COTS agent from Rocketbox Studios (http://www.rocketbox.de/), which WorldViz then …
Agency and responsibility over virtual movements controlled through different paradigms of brain? computer interface
B Nierula, B Spanlang, M Martini… – The Journal of …, 2019 – Wiley Online Library
… Here we investigated agency and responsibility by studying the control of movements of an embodied avatar, via brain computer interface (BCI) technology, in immersive … and a 75 Hz frame rate. The virtual bodies were taken from the Rocketbox library (Rocketbox Studios …
Action Recognition in a Crowded Environment
L Fademrecht, J Nieuwenhuis, I Bülthoff… – i …, 2017 – journals.sagepub.com
So far, action recognition has been mainly examined with small point-light human stimuli presented alone within a narrow central area of the observer’s visual field. Yet, we need to recognize the a…
The effectiveness of training in virtual environments
M Murcia López – 2018 – discovery.ucl.ac.uk
… Results showed that estimations were more accurate as visual fidelity of the avatar increased, with accuracy of high fidelity avatars approaching real-world performance. However, spatial perception enhancement seems to be compromised when …
Embodying Compassion: A
CJ Falconer – PLoS ONE, 2014 – core.ac.uk
… both adult and child, were acquired from Rocketbox Studios … display; (B) view of child avatar when embodied in adult avatar; (C) view of adult avatar when embodied in the child avatar (1st person perspective); (D) external view of child and adult avatars (3rd person …
Turbulent motions cannot shake VR
F Soyka, E Kokkinara, M Leyrer… – 2015 IEEE Virtual …, 2015 – ieeexplore.ieee.org
… SDK Version 0.2.5 4 http://www.unity3d.com 5 http://www.rocketbox-libraries.com … experience despite the turbulent physical motion although some participants found the avatars creepy since … body tracking would be nice and that the static self-representation avatar decreases the …
Embodiment in a child-like talking virtual body influences object size perception, self-identification, and subsequent real speaking
A Tajadura-Jiménez, D Banakou… – Scientific Reports, 2017 – nature.com
People’s mental representations of their own body are malleable and continuously updated through sensory cues. Altering one’s body-representation can lead to changes in object perception and implicit attitudes. Virtual reality has been used to embody adults in the body of a 4 …
Effects of Behavioral and Anthropomorphic Realism on Social Influence with Virtual Humans in AR
H Jun, J Bailenson – … on Mixed and Augmented Reality Adjunct …, 2020 – ieeexplore.ieee.org
… While some virtual humans will be projections of other people (ie, avatars), others will be embodied agents that are controlled by computers … The 3D models of the virtual humans were from Rocketbox New Complete Characters HD …
Generating Emotive Gaits for Virtual Agents Using Affect-Based Autoregression
U Bhattacharya, N Rewkowski, P Guhan… – … on Mixed and …, 2020 – ieeexplore.ieee.org
… has resulted in generating agents or avatars that closely resemble the humans and are widely used in VR and AR systems [2, 21]. Many applications, including virtual assistance, training, and AI chatbots, need a computationally created virtual agent or an avatar that not only …
Safe Robot Navigation in Dense Crowds
T Lead, WP Lead – crowdbot.eu
… 31 Figure 28. Characters being in the CrowdBot simulator ….. 32 Figure 29. The 3 levels of detail available for a female RocketBox character ….. 32 Figure 30 …
A Comparison of Virtual Reality and Mental Imagery Scenarios to Promote Self-Compassion and Reduce Shame and Self-Criticism
AL Holden – 2015 – discovery.ucl.ac.uk
Page 1. A Comparison of Virtual Reality and Mental Imagery Scenarios to Promote Self-Compassion and Reduce Shame and Self-Criticism. Anneka Holden D.Clin.Psy. thesis (Volume 1), 2015 University College London Page 2. 2 UCL Doctorate in Clinical Psychology …
Building an intelligent, authorable serious game for autistic children and their carers
K Porayska-Pomsta, K Anderson, S Bernardini… – … on Advances in …, 2013 – Springer
… eg attending to eye gaze, discriminating facial expressions and recognising faces and emotions with the help of interactive avatar assistants, or … Large libraries of resources are available for choosing artwork, for example TurboSquid1 and RocketBox2 and both provide rigged …
Walk with me: Interactions in emotional walking situations, a pilot study
J Perrinet, AH Olivier, J Pettré – Proceedings of the ACM Symposium on …, 2013 – dl.acm.org
… Our results showed promising results and stressed the need for com- puter animation techniques to be able to provide emotional tinted motions to improve the realism of expressive virtual humans and the realism of interactive avatars … We used a RocketBox ™ character …
The influence of visual information on the motor control of table tennis strokes
S Streuber, BJ Mohler, HH Bülthoff, S De La Rosa – Presence, 2012 – ieeexplore.ieee.org
… The virtual table tennis opponent was a computer-generated avatar who randomly executed one out of 12 different table tennis strokes … Univer- sity for the import).1 Finally, these skeletons were attached to a character model (Complete Character set, Rocketbox Studios GmbH …
Manipulating the Perceived Shape and Color of a Virtual Limb Can Modulate Pain Responses
M Matamala-Gomez, B Nierula, T Donegan… – Journal of Clinical …, 2020 – mdpi.com
… The virtual body was configured to match the gender of the participants (female or male) and was taken from the Rocketbox library (Rocketbox Studios GmbH, Hannover, Germany). The virtual environment was the same during all conditions …
Decreasing pain ratings in chronic arm pain through changing a virtual body: different strategies for different pain types
M Matamala-Gomez, AMD Gonzalez, M Slater… – The Journal of …, 2019 – Elsevier
… The virtual body was configured to match the gender of the patients (female or male) and was taken from the Rocketbox library (Rocketbox Studios GmbH, Hannover, Germany). The virtual environment was the same in the 2 tests …
Development of a generic method to generate upper-body emotional expressions for different social robots
G Van de Perre, M Van Damme, D Lefeber… – Advanced …, 2015 – Taylor & Francis
… several emotional expressions. For every data-set, an expressive avatar was generated by selecting the static posture from the motion sequence that the actor himself evaluated as the most expressive instant. These static postures …
A virtual out-of-body experience reduces fear of death
P Bourdin, I Barberia, R Oliva, M Slater – PloS one, 2017 – journals.plos.org
Immersive virtual reality can be used to visually substitute a person’s real body by a life-sized virtual body (VB) that is seen from first person perspective. Using real-time motion capture the VB can be programmed to move synchronously with the real body (visuomotor synchrony) …
Interactive language learning through speech-enabled virtual scenarios
H Morton, N Gunson, M Jack – Advances in Human-Computer …, 2012 – hindawi.com
… viewpoint is from the learner perspective, as if through the learner’s eyes, and hence a virtual rep- resentation (avatar) of the … For future applications, an off-the- shelf product is being considered (Complete Characters (http://www.rocketbox-libraries.com/) which should allow a …
Virtually being einstein results in an improvement in cognitive task performance and a decrease in age bias
D Banakou, S Kishore, M Slater – Frontiers in psychology, 2018 – frontiersin.org
… The animation-enabled model of the Normal virtual body was purchased from Rocketbox Libraries and the Einstein model was created with Mixamo Fuse and customized appropriately for the purposes of the study using Mudbox 2016 and Maya 2016 academic versions …
Multisensory processing and agency in VR embodiment: Interactions through BCI and their therapeutic applications
B Nierula – 2017 – pure.mpg.de
Page 1. Multisensory processing and agency in VR embodiment: Interactions through BCI and their therapeutic applications Birgit Nierula Aquesta tesi doctoral està subjecta a la llicència Reconeixement- NoComercial – SenseObraDerivada 3.0 …
INTERACT–Interactive Manual Assembly Operations for the Human-Centered Workplaces of the Future
EI SPA, ET AE, HSP ZOO, DFF KUENSTLICHE – 2014 – interact-fp7.eu
… 45 8. APPENDIX ….. 46 8.1. INTERACT reference skeleton model – Rocketbox skeletal model ….. 46 9. GLOSSARY ….. 47 10 …
A Voxel-Based Platform for Game Development
T Helms – 2013 – imm.dtu.dk
Page 1. A Voxel-Based Platform for Game Development Thor Helms Kongens Lyngby 2013 M.Sc.-2013-107 Page 2. DTU Compute Technical University of Denmark Matematiktorvet, building 303B, DK-2800 Kongens Lyngby …
Using novel methods to examine the role of mimicry in trust and rapport
J Hale – 2017 – discovery.ucl.ac.uk
… traditionally associated with studying mimicry effects, and alternative methods which may overcome these challenges. Such methods include programming avatars to mimic in virtual reality and motion tracking participants who have been primed to mimic each other …
Development of crowd simulation models using unity for immerssive VR applications
A Nicás Miquel – 2019 – upcommons.upc.edu
Page 1. Master in Innovation and Research in Informatics Facultat d’Inform`atica de Barcelona (FIB) Universitat Polit`ecnica de Catalunya (UPC) Development of Crowd Simulation Models using Unity for Immerssive VR Applications Master’s Thesis Author: Alicia Nicás Miquel …
The use of immersive virtual reality in neurorehabilitation and its impact on neuroplasticity
M Matamala Gómez – 2017 – boa.unimib.it
Page 1. The use of immersive virtual reality in neurorehabilitation and its impact in neuroplasticity Marta Matamala Gómez Aquesta tesi doctoral està subjecta a la llicència Reconeixement- NoComercial – SenseObraDerivada 4.0. Espanya de Creative Commons …
The effects of visuomotor calibration to the perceived space and body, through embodiment in immersive virtual reality
E Kokkinara, M Slater, J López-Moliner – ACM Transactions on Applied …, 2015 – dl.acm.org
… The virtual model of the room was modeled in 3D Studio Max 2010, and we used animation-enabled models of male and female virtual bodies purchased from Rocketbox Studios … Target semitransparent balls appear around the avatar’s reachable space …
Educational games to engage the un-engageable.
J Carr – 2011 – core.ac.uk
… I would also like to thank my supervisor, Peter, for helping to make my first foray into research one of the most rewarding and worthwhile experiences of my life. Finally, I would like to thank Rocketbox Studios (http: //www. rocketbox …
Usability evaluation of spoken humanoid embodied conversational agents in mobile serious games
D Korre – 2019 – era.ed.ac.uk
Page 1. This thesis has been submitted in fulfilment of the requirements for a postgraduate degree (eg PhD, MPhil, DClinPsychol) at the University of Edinburgh. Please note the following terms and conditions of use: This work …
Motion capture based animation for virtual human demonstrators: modeling, parameterization and planning
Y Huang – 2012 – search.proquest.com
… To animate an avatar in real-time with a large repertoire of behaviors, [LCR02] presents a framework that rst construct a graph structure identifying plausible transitions between motion segments, then allows the user to control the avatar with a low-dimensional input device …
MAC at Work
D Sparks – 2010 – books.google.com
Page 1. Get the ef?ciency and productivity you love from your Mac — at Work Mac® at Work David Sparks Page 2. Page 3. Mac: at Work David Sparks WILEY Wiley Publishing, Inc. Page 4. T0 Daisy, Samantha, and Sarah. The three best reasons to turn off my Mac. Page 5 …