US10424101B2 - System and method for enabling multiple-state avatars - Google Patents
System and method for enabling multiple-state avatars Download PDFInfo
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- US10424101B2 US10424101B2 US15/138,045 US201615138045A US10424101B2 US 10424101 B2 US10424101 B2 US 10424101B2 US 201615138045 A US201615138045 A US 201615138045A US 10424101 B2 US10424101 B2 US 10424101B2
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
Definitions
- This invention relates generally to computer graphics and more particularly to the modification of computer graphics.
- An avatar is a graphical element selected by a user of a system that other users can see and which can represent the user.
- Avatars are frequently used in virtual universes, which are computer-based simulated environments.
- An avatar often takes the form of a cartoon-like human but may be any other graphical representation.
- the avatar may be a static image or a computer-generated animation.
- Many virtual universes are represented using three dimensional graphics and landscapes, and may be populated by many thousands of users, known as residents. Each resident can have one or more avatars.
- residents of virtual universes can traverse and inhabit the virtual universes, and interact with one another through the use of avatars.
- Other terms for virtual universes include virtual worlds, metaverses, 3D internet, virtual realities, massively multiplayer online games and virtual realms.
- UI user interface
- Audio is also sometimes used to convey speech.
- virtual universes resemble the real world, such as in terms of physical laws, landscapes, houses and other buildings.
- Example virtual universes can include: Second Life, Entropia Universe, The Sims Online, There, Red Light Center and several massively multiplayer online games such as EverQuest, Ultima Online, Lineage or World of Warcraft.
- Avatars have been used in conjunction with the transmission of animated video messaging.
- One example of such animated video messaging is associated with Logitech Orbit webcams and Logitech Video Effects technology.
- Avatars as known in the prior art suffer from limitations in their ability to convey facial expression or other body language. Avatars display gross motions and gestures, and provide rough feature characterization. These graphical feature simplifications and limitations are due partly to the need for limiting the communication bandwidth between the server and the clients, and partly due to the need for maintaining a manageable rendering cost of the avatar at the client computing devices. As a result, users interacting through the use of prior art avatars can lose cues typically present in interpersonal communications. Such cues are useful for conveying and understanding emotions.
- a method of rendering an electronic graphical representation of a user of a computerized system includes providing a plurality of states for the electronic graphical representation including first and second differing states, monitoring a measurable quantity to provide a monitored quantity, and changing a state of the graphical representation from the first state to the second state based upon the monitored quantity.
- the graphical representation is an avatar and the method includes defining a receptor point associated with the avatar and associating an object with the receptor point.
- the receptor point is located on the avatar.
- the plurality of states includes a non-hybrid state.
- the plurality of states includes a hybrid state.
- the hybrid state includes a static image hybrid state and a video hybrid state.
- the video hybrid state includes a live video hybrid state and a pre-recorded video hybrid state.
- the measurable quantity includes a quantity representative of a movement of a user including movement of a human facial feature.
- the measurable quantity includes a quantity representative of a movement of a human hand.
- the changing of the state of the avatar includes displaying the change to a limited subset of other users of the computerized system.
- the changing of the state of the avatar is based upon network communication capabilities.
- the changing of the state of the avatar is based upon measured network communication performance.
- the changing of the state of the avatar is based upon user computer processing capabilities.
- the changing of the state of the avatar is based upon measured system computer processing performance.
- the changing of the state of the avatar is limited to a subset of permitted states in accordance with a user preference.
- the changing of the resolution of the avatar is limited to a subset of permitted states in accordance with the user preference.
- the limiting of the changing of the state of the avatar to a subset of permitted states is performed in accordance with a service contract.
- the limiting of the changes of resolution of the avatar to a subset of permitted states is performed in accordance with a service contract.
- the subject invention is directed to a system for enabling multiple-state hybrid avatars that may be adaptively rendered as traditional avatars, portions of which are merged with a video feed.
- the video feed may, for example, be a video of the face of a real person superimposed on the face of an avatar.
- a switch between a traditional mode and a video mode is performed automatically according to several criteria.
- the video of an actual face provides facial and other cues to improve communication compared with those avatars known in the prior art.
- virtual universe users are presented with the typical visual cues (e.g., posture, subtle facial expressions and hand gestures) that are useful in face-to-face communication.
- Virtual universe users can benefit from communicating these life-like cues and expressions.
- FIG. 1 is a depiction of a standard avatar as known in the prior art.
- FIG. 2 is a depiction of an embodiment of one example of a multiple-state avatar.
- FIG. 3 is a flow chart representing system steps for practicing an embodiment of the invention.
- FIG. 1 there is shown an avatar 20 as known in the prior art.
- the prior art avatar 20 may be displayed as a static image, a digital animation or in any other manner known to those skilled in the art. All features of the prior art avatar 20 , including for example the face 24 or arms 25 , are limited to expressions capable of being rendered as a static image or graphical animation.
- an embodiment of the disclosed system method is capable of rendering a multiple-state avatar 22 .
- the multiple-state avatar 22 is a hybrid avatar that can have any number of multiple-state avatar receptor points 26 a - n which may be located on any areas of the multiple-state avatar 22 .
- multiple-state avatar receptor points 26 a - n can be located on the face 24 , arms 25 or hands 29 , or any other area of the body while the prior art avatar 20 does not have such receptor points 26 a - n on its face 24 , arms 25 or hands 29 .
- the avatars 20 , 22 shown resemble a human, avatars rendered by the method disclosed herein may take any form permitted by the virtual universe in which they reside.
- embodiments of the present invention can include a system for enabling multiple-state avatars 22 that may be rendered adaptively as traditional avatars, portions of which can be merged with a video feed.
- the receptor points 26 a - n of the multiple-state avatars 22 can thus be specialized regions for receiving images or other objects.
- the receptor points 26 a - n can be located directly on, adjacent to, in the vicinity of, or in any other way associated with the multiple-state avatar 22 .
- the receptor points 26 a - n and the triggering events may be designated by users, by the virtual universe in which the multiple-state avatar 22 is used, or by a third party.
- any other regions of the multiple-state avatar 22 may be used as a receptor point 26 a - n . Use of multiple regions, whether simultaneously or in sequence, can thereby add realism to the communication represented by the multiple-state avatar 22 .
- the receptor points 26 a - n of a multiple-state avatar 22 may be associated with a static image, a live video, a pre-recorded video or any other kind of object.
- a rendering of a multiple-state avatar 22 having no objects associated with any of its receptor points 26 a - n can be referred to as a rendering of a non-hybrid state avatar.
- a rendering of a multiple-state avatar 22 having an object associated with one or more receptor points 26 a - n can be understood to be a rendering of a hybrid state avatar.
- the state of a hybrid state avatar having a static image associated with one or more of its receptor points 26 a - n can be understood to be a static image hybrid state.
- the state of a hybrid state avatar having a live video associated with one or more receptor points 26 a - n can be understood to be a live video hybrid state.
- the state of a hybrid state avatar having a pre-recorded video associated with one or more receptor points 26 a - n can be understood to be a pre-recorded video hybrid state, and so on for any other kind of object associated with a receptor point 26 a - n of a multiple-state avatar 22 .
- Both the live video hybrid state and the pre-recorded video hybrid state can sometimes be referred to as video hybrid states for convenience.
- a multiple-state avatar 22 can have different kinds of objects, for example a static image and a live or pre-recorded video, associated with different receptor points 26 a - n . Even though an object can be associated with a multiple-state avatar 22 in the foregoing manner, in an alternate embodiment it can be rendered for display in the vicinity of the multiple-state avatar 22 , rather than on the multiple-state avatar 22 , or in any other location. Furthermore, objects can move from one receptor point 26 a - n to another, or from the multiple-state avatar 22 to the vicinity of the multiple-state avatar 22 , and back depending on any predetermined triggers.
- objects can move from one receptor point 26 a - n to another, or from the multiple-state avatar 22 to the vicinity of the multiple-state avatar 22 , and back depending on any predetermined triggers.
- the live video or pre-recorded video associated with a multiple-state avatar 22 can be accompanied by audio or visual effects when it is triggered and displayed.
- the replacing video may be a video of an actual person and can correspond to the part of the multiple-state avatar 22 being replaced.
- a substituted or superimposed video element of the multiple-state avatar 22 may be a live video or a recorded video of the face of the user controlling the multiple-state avatar 22 , or any other object.
- arm 25 or hand 29 movements of the multiple-state avatar 22 may be replaced by video images of the user's arms or hands.
- several static snapshots or other representations of a real person's face or other feature, or other objects may be saved in a database or on a file system and displayed on the multiple-state avatar 22 at an appropriate receptor point 26 a - n .
- a static image of a smiling face and a frowning face of a user or other human or another object may be stored and alternately superimposed upon a receptor point 26 a - n on the face 24 of the multiple-state avatar 22 when triggered.
- Multiple-state avatars 22 within the disclosed system can change state in response to any kind of triggers such as specified, measurable actions, events or parameters in the virtual universe or elsewhere.
- the monitored events or parameters can be associated with a user of a multiple state avatar 22 , some other avatars or other entities in a virtual universe or elsewhere.
- State changes can include changes from a traditional graphical avatar such as the prior art avatar 20 to a hybrid multiple-state avatar 22 (such as a live video multiple-state avatar 22 ), and changes back to a traditional graphical state.
- State changes in response to detected triggers can also include a change from a state where an image is superimposed on one receptor point 26 a - n , to a state where the same or a different image is displayed on a different receptor point 26 a - n .
- the system can monitor any measurable quantities to detect a trigger for changing the state of an avatar receptor point 26 a - n.
- the measurable quantities for triggering state changes in the multiple-state avatar 22 can include, but are not limited to, physical movements by a human user controlling the multiple-state avatar 22 , or movements by any other person. Additionally, the measurable quantities used for triggering the state changes can include, but are not limited to, movement of any physical object, the actuation of a monitored device, the occurrence on any event, for example the occurrence of a sound or the appearance of light, communication network functioning, user computer functioning, or the passage of time. Prior to the measured quantities satisfying the specified criteria, the multiple-state avatar 22 may be displayed using any standard virtual universe rendering methods. When a measured quantity or quantities meet the specified criteria or requirements the system can initiate a state change.
- the system can initiate a reverse state change or other state change when a measured quantity or quantities no longer satisfies the specified criteria.
- the quantities and the thresholds of the quantities may be configurable.
- the system may be configured to activate state changes based upon a measured virtual universe distance between two or more virtual universe multiple-state avatars 22 .
- the system may monitor that distance and cause a state change in one or more of the multiple-state avatars 22 when the distance falls below a configured threshold or meets some other configurable criteria.
- the threshold distance can then be modified as desired.
- Alternate embodiments of the system may allow a virtual universe, a user or a third party to specify and change the configurable values.
- multiple-state avatars such as the multiple-state avatar 22 allows users of a virtual universe to experience and interact with other users of the virtual universe in a more life-like manner. Further increasing the life-like quality of the experience, the disclosed system may allow a state change of a multiple-state avatar 22 to be viewed by one or more subsets of virtual universe users, and not allow it to be viewed by other subsets of virtual universe users. Virtual universe users outside of a viewing subset or subsets can thus be unable to observe some or all of the state changes of the multiple-state avatar 22 .
- a preferred embodiment of the invention can determine the subsets that can view the state change based upon any configurable criteria, such as distance between the two multiple-state avatars 22 .
- the configurable criteria can be changed at any time according to any event or parameter.
- the multiple-state avatars 22 can recreate the real-life ability of those in close proximity being able to see or hear a person or observe specific movements or expressions of the person, while those further away may not see or hear the same person, movements or expressions.
- users whose perspective would reveal only the back of an active multiple-state avatar 22 may not see facial expressions or other changes on the front or side of the multiple-state avatar 22 .
- the system is configurable to define the criteria related to this functionality.
- the system may calculate multiple user subsets and show different avatar states to those different user subsets.
- the system may be configured to display an avatar's full video state, including facial expressions and body movements to users within a specified distance. Simultaneously, users within (or outside if desired) a greater specified distance may see only gross body movements, such as arm motions, but not facial expressions.
- the system can monitor a user's face, using known prior-art facial scanning software and known cameras associated with computing devices. If the monitored person in real life is smiling or manifesting some other predetermined cue, a video of the user or a photograph of a stored smiling face can be superimposed on a facial receptor point 26 a - n of the user's multiple-state avatar 22 .
- a similar methodology may be employed to monitor other features of the user or another person or object, such as hands or arms, and movement of those features. If the amount of movement of a user, another person, or an object exceeds a specified threshold, the system can trigger a state change corresponding to the type and level of movement.
- the determination of the expressions or movements of a person or an object being monitored can be based upon any type of videographing techniques know to those skilled in the art.
- the user may also cause state changes of a multiple-state avatar 22 using input devices such as a standard computer keyboard or mouse.
- input devices such as a standard computer keyboard or mouse.
- the user may press a defined combination of keys such as Alt-S to cause the multiple-state avatar 22 to change state, for example to display a live video, a stored video, or a stored image associated with smiling or some other expression.
- the system may be configured to permit other keyboard shortcuts to be used to control state changes of the multiple-state avatar 22 .
- any other input devices and methods may be used to cause state changes.
- Examples of such input devices whose actuation can be monitored in order to provide a trigger for changing a state of a multiple-state avatar 22 may include, but are not limited to, joysticks, potentiometers, audio detector and audio commands, voice recognition, temperature detectors, timers and any type of motion detecting methods.
- a preferred embodiment of the system and method of the present invention can further include a method to minimize the system's impact upon network performance and to maintain operational speed via networked communications.
- Virtual universe users typically interact in real-time across network connections. If a user connects to a virtual universe via a slow or congested connection, or if the user connection undergoes a slow-down, real-time transmission of multimedia content to the user may be compromised.
- a preferred embodiment can detect the speed of the connection for a user to whom content is to be sent. Based upon the connection speed, the system may determine that transmission to a user with a slow connection to the system should be modified. For example, the system may determine that the user should receive transmission of content that requires less bandwidth, and therefore less time to implement.
- the system may thus substitute some type of content requiring less bandwidth.
- a user who, according to system rules, should normally observe live video corresponding to another avatar's hybrid state may receive static images representing the other user's multiple-state avatar 22 instead, at least temporarily.
- Other examples of lower bandwidth content can include, but are not limited to, low frame-rate video and low-resolution video rather than high-resolution video.
- the system may allow users to select whether the functionality of a multiple-state avatar 22 should be disabled in order to minimize the time required to receive transmission of virtual universe content.
- one embodiment can permit a virtual universe administrator to configure a system to forego transmission of hybrid content under certain circumstances. Such a configuration may be desirable to overcome unexpected network slow-downs or other network events.
- Individual users may also desire the reduced content when their personal computers lack the processing resources necessary to keep up with data representing real-time communication requirement, such as the requirements for supporting the multiple-state avatar 22 .
- a user can cause the state changes of a multiple-state avatar 22 to continue in effect for a limited period of time within a session, until the end of a session, or past the end of a session and into a future session.
- a business transaction or a business meeting can be held in a virtual universe.
- a user may want to trigger a state in which high definition details of a multiple-state avatar 22 is available for a potion of a meeting or until the end of a meeting. This can improve mutual trust if low resolution avatars are considered a way of concealing emotions or expressions thereby triggering mistrust.
- the user may want to trigger a high resolution mode for the duration of the presentation regardless of any other triggers.
- the method and system of the invention can normally maintain the highest level of resolution for all multiple-state avatars 22 , and not try to determine when to increase the avatar resolution. Rather, it can determine which avatar resolution can be decreased in order to minimize the impact on the discussion.
- the system may maximize available bandwidth by distributing avatar information to users via peer-to-peer (P2P) systems.
- P2P peer-to-peer
- users can download avatar content from one or more other system users. This direct download from other users may, but is not required to, occur in conjunction with downloads from the system.
- a flow chart 30 depicting method steps that can be performed to monitor specified quantities or other triggers and change the state of a multiple-state avatar 22 based upon the level of the monitored quantities or other triggers in a preferred embodiment.
- a trigger can be used to cause the asking of a question.
- An answer to the question can cause a change to a high resolution display or some other change.
- the virtual universe administrator or the user can configure the system to monitor any quantities or triggers relative to specified criteria as shown in block 32 .
- the system monitors the values of those quantities as shown in block 34 .
- the system can continuously or periodically evaluate whether the monitored quantity or quantities meet specified criteria as shown in decision 36 . If the measured quantities do not meet the specified criteria as determined in decision 36 , the system can continue to monitor the specified quantities as shown in block 34 . If the quantities monitored in block 34 meet the specified criteria as determined in decision 36 the system can change the state of the multiple-state avatar 22 to an alternate state as shown in block 38 .
- the state change can be a change of any kind with respect to any receptor point 26 a - n of the multiple-state avatar 22 .
- the state to which the multiple-state avatar 22 is changed may be a static image hybrid state, a live video hybrid state, a pre-recorded video hybrid state or any other type of avatar state as previously described.
- the system can continue to monitor the specified quantities with relation to the specified criteria as shown in block 40 of the flow chart 30 .
- the system can periodically or continuously evaluate whether the measured quantities satisfy the specified criteria as shown in decision 42 . If the measured quantities continue to meet the specified criteria, the system can continue to measure the specified quantities in block 40 . If the measured quantities no longer meet the specified criteria, the system can cause the multiple-state avatar 22 to return to a previous state as shown in block 44 . Furthermore, the multiple-state avatar 22 can be caused to change to any other state at that point.
- the system can return to block 34 and continue monitoring the specified measurable quantities.
- the flow chart 30 can illustrate a process suitable for controlling a multiple-state avatar 22 having two states (e.g. hybrid and not hybrid states or two different hybrid states), a person of ordinary skill in the art will understand that similar measurement, comparison and state change steps may be implemented for multiple-state avatars 22 having any number of states. This will allow the system to change the multiple-state avatar 22 , for example, sequentially from a static image state, to one type of hybrid state, to another type of hybrid state.
- the disclosed system may be employed in an online virtual retail store.
- a user multiple-state avatar 22 may approach a service avatar (which can also be a multiple-state avatar 22 ) in the online store and engage in interaction related to a sales transaction. All or selected portions of the service multiple-state avatar 22 may be include receptor points 26 a - n . As such, a more realistic conversation can take place between the user and the service personnel given the facial movements, gestures, lip movements, and other aspects of their respective multiple-state avatars 22 .
- the advantages of the system over traditional avatar technology may allow an online merchant to derive greater financial return as a result of the more life-like interaction.
- the subject system may be employed to facilitate online conferencing.
- the multiple-state avatar 22 of the person speaking may be switched to a hybrid state. This allows the speaking user to communicate more effectively and realistically with the other users.
- the multiple-state avatar 22 of the users not speaking may also trigger the hybrid state, thereby allowing the speaking user to view the real time reactions of participating users through their respective multiple-state avatars 22 .
- the system may also trigger a state change by analyzing where other multiple-state avatars 22 are looking. A multiple-state avatar 22 receiving the focus of another user avatar can undergo a state change. As a result, the user experience and the realism of the conference can be enhanced for all users of the system.
- the system may be used in an online virtual party. Any number of users can attend the party, each being represented by an avatar such as the multiple-state avatar 22 .
- the system's methods for determining user subsets to observe avatar states may calculate any number of multiple user subsets. Each user subset can view different avatar behavior relative to other multiple-state avatars 22 .
- a user A may see the full live video state of the multiple-state avatar 22 of a user B with whom he is speaking directly.
- User A may see different states of other users at the party. Possible examples include user A observing the gross body movements of a multiple state avatar C across the room, but not the facial expressions of avatar C. Further still, user A may observe only a traditional mode of a fourth avatar D, whose back is to A.
- the system's methods for reducing the impact on network performance may be employed if necessary to maintain the appearance of real-time interaction between users when network performance is reduced or when users connect to the system via a slow internet connection.
- the states of multiple-state avatars 22 can be restricted to a subset of the possible states either by service contracts, by user preferences, or in any other agreed upon way. The restrictions can be imposed on a specific session or more generally.
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