Crafting Realistic Virtual Humans: Unveiling Perspectives on Human Perception, Crowds, and Embodied Conversational Agents
Rubens Montanha, Victor Araujo, Paulo Knob, Greice Pinho, Gabriel Fonseca, Vitor Peres, Soraia Raupp Musse
TL;DR
This paper surveys how human perception shapes the realism of Virtual Humans (VHs) and their applications, focusing on the Uncanny Valley, computational measures of perceived discomfort, and biases in VH perception. It analyzes two key VH applications—crowd simulation and embodied conversational agents (ECAs)—reviewing modeling approaches from microscopic to macroscopic crowd dynamics and highlighting state-of-the-art ECAs built with tools like MetaHumans. The authors discuss ethical considerations and the need for inclusive design to mitigate stereotypes while outlining future directions in personalization and AI-driven interactivity. The work emphasizes practical implications for training, urban planning, and health-oriented interactions, where highly realistic VHs can enhance presence, engagement, and realism, provided biases and the uncanny valley are carefully managed.
Abstract
Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available technology now empowers users, programmers, and designers to create and animate VHs with relative ease. These technologies have even reached a point where they can replicate the authentic characteristics and behaviors of real actors, resulting in VHs that are visually convincing and behaviorally lifelike. This paper explores three closely related research areas in the context of virtual humans and discusses the far-reaching implications of highly realistic characters within these domains.
