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  • Yupeng Zhang

    ABSTRACTBodyAvatar isallows users without professional skills to create freeform 3D avatarbased 3D modeling tools, BodyAvatar centerfirsttreats their own body as a physiavatarperforms gestures to their own body as if wanting to modify it, which in turn results inthe avatar. and playfulformative systemfrom initial user trialAuthor Keywords3D ACM Classification KeywordsH.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.

    INTRODUCTION3D avatars, players/users, are common in video games and online virtual worlds.

    Yupeng Zhang

    1Microsoft Research Asia4University of North Carolina

    yupengzhang@outlook.com

    (a) Scan the initial shape. (b) Drag antennas. (c) Sweep wings. (d) Sculpt a big belly. (e) Grow legs. (f

    ABSTRACT BodyAvatar isallows users without professional skills to create freeform 3D avatars using body gestures. based 3D modeling tools, BodyAvatar centerfirst-person youre the avatar metaphor, treats their own body as a physiavatar. Based on aperforms gestures to their own body as if wanting to modify it, which in turn results inthe avatar. BodyAvatar provides an intuitive, immersive, and playful creationformative study that leads to the designsystems interactionsfrom initial user trialAuthor Keywords3D avatar; body gesture; ACM Classification KeywordsH.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.

    INTRODUCTION3D avatars, i.e.players/users, are common in video games and online virtual worlds.

    (a) (b

    BodyAvatar: Creating Freeform 3D Avatars using

    Yupeng Zhang1,2

    , Teng Han

    Microsoft Research AsiaUniversity of North Carolina

    hang@outlook.com{xtong,

    (a) Scan the initial shape. (b) Drag antennas. (c) Sweep wings. (d) Sculpt a big belly. (e) Grow legs. (f

    BodyAvatar is a Kinect-based allows users without professional skills to create freeform

    using body gestures. based 3D modeling tools, BodyAvatar center

    rson youre the avatar metaphor, treats their own body as a physi

    Based on an intuitive bodyperforms gestures to their own body as if wanting to modify it, which in turn results in corresponding modification

    BodyAvatar provides an intuitive, immersive, creation experience for the user

    study that leads to the designinteractions and underlying algorithms,

    from initial user trials. Author Keywords

    ; body gesture; first-ACM Classification KeywordsH.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.

    INTRODUCTION i.e. onscreen virtu

    players/users, are common in video games and online virtual worlds. Especially, with the popularity of Kinect

    b)

    BodyAvatar: Creating Freeform 3D Avatars using First

    , Teng Han1,3

    , Zhimin Ren

    Microsoft Research Asia, 2University of Science and TechnolUniversity of North Carolina

    hang@outlook.com; hanteng1021{xtong, yangliu,

    Figure

    (a) Scan the initial shape. (b) Drag antennas. (c) Sweep wings. (d) Sculpt a big belly. (e) Grow legs. (f

    based interactive allows users without professional skills to create freeform

    using body gestures. Unlike existing gesturebased 3D modeling tools, BodyAvatar center

    rson youre the avatar metaphor, treats their own body as a physical proxy of the virtual

    body-centric mapping, the user performs gestures to their own body as if wanting to modify

    corresponding modificationBodyAvatar provides an intuitive, immersive,

    experience for the userstudy that leads to the design of BodyAvatar

    underlying algorithms,

    -person; creativity. ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI):

    onscreen virtual characters players/users, are common in video games and online

    , with the popularity of Kinect

    (c)

    BodyAvatar: Creating Freeform 3D Avatars First-Person

    , Zhimin Ren1,4

    , Nobuyuki UmetaniXiang Cao

    University of Science and TechnolUniversity of North Carolina, 5The University of Tokyo

    hanteng1021@gmail, takaakis}@microsoft.com;

    Figure 1. Creating a 3D

    (a) Scan the initial shape. (b) Drag antennas. (c) Sweep wings. (d) Sculpt a big belly. (e) Grow legs. (f

    interactive system that allows users without professional skills to create freeform

    Unlike existing gesturebased 3D modeling tools, BodyAvatar centers around a

    rson youre the avatar metaphor, where the user cal proxy of the virtual centric mapping, the user

    performs gestures to their own body as if wanting to modify corresponding modifications

    BodyAvatar provides an intuitive, immersive, experience for the user. We present

    BodyAvatar, the underlying algorithms, and results

    creativity.

    H.5.m. Information interfaces and presentation (e.g., HCI):

    characters representingplayers/users, are common in video games and online

    , with the popularity of Kinect

    (d

    BodyAvatar: Creating Freeform 3D Avatars Person Body Gestures, Nobuyuki Umetani

    Xiang Cao1,6

    University of Science and Technolniversity of Tokyo

    gmail.com; zren@cs.unc.edu}@microsoft.com;

    3D butterfly using BodyAvatar(a) Scan the initial shape. (b) Drag antennas. (c) Sweep wings. (d) Sculpt a big belly. (e) Grow legs. (f

    that allows users without professional skills to create freeform

    Unlike existing gesture-around a

    where the user cal proxy of the virtual centric mapping, the user

    performs gestures to their own body as if wanting to modify to

    BodyAvatar provides an intuitive, immersive, . We present a

    the and results

    H.5.m. Information interfaces and presentation (e.g., HCI):

    ing players/users, are common in video games and online

    ,

    these avatars can now directly mimic players body movement, making the experience ever more immersive. These 3D avatgame artists, with available predesigned body partsif one characterusuallymuch beyond

    Motivatedgaming any userimaginationlike they also be animated by the games. creatures3D shapes

    BodyAvatarmodeling systems [a first-metaphor creating a virtual representation of themselves. treating considersproxy, body-centric mapping, town body as if wanting to modify it, which corresponding

    d)

    BodyAvatar: Creating Freeform 3D Avatars Body Gestures

    , Nobuyuki Umetani1,5

    , Xin Tong

    University of Science and Technology of Chinaniversity of Tokyo, 6Lenovo Research & Technology

    zren@cs.unc.edu}@microsoft.com; xiangcao@acm.org

    using BodyAvatar

    (a) Scan the initial shape. (b) Drag antennas. (c) Sweep wings. (d) Sculpt a big belly. (e) Grow legs. (f

    these avatars can now directly mimic players body movement, making the experience ever more immersive. These 3D avatars argame artists, with available such as predesigned body parts

    likes to be more creativeharacter of non-predefined

    usually have to masterbeyond the skills

    Motivated to fill this gaming setting, we present

    user to easily create theirimagination, using full

    they do when playing Kinect gamesbe animated by the . Given that avatars

    creatures, BodyAvatar focuses on creation of organicshapes but without

    BodyAvatar is unique modeling systems [e.g.

    -person youre the avatar interaction metaphormetaphor is directly creating a virtual representation of themselves. treating the 3D model as a considers their own body as a physical

    of the avatarcentric mapping, t

    own body as if wanting to modify it, which corresponding modification

    (e)

    BodyAvatar: Creating Freeform 3D Avatars Body Gestures

    Xin Tong1, Yang Liu

    ogy of China, 3University of BristolLenovo Research & Technology

    zren@cs.unc.edu; n.umetani@gmail.comangcao@acm.org

    using BodyAvatar. (a) Scan the initial shape. (b) Drag antennas. (c) Sweep wings. (d) Sculpt a big belly. (e) Grow legs. (f

    these avatars can now directly mimic players body movement, making the experience ever more immersive.

    ars are usually designed by professional game artists, with only limited player customization

    such as by selecting from a collection of predesigned body parts, colors, and accessories. However,

    be more creative and predefined forms

    master complex the skills of typical game

    this gap and exemplifiedwe present BodyAvatar

    create their freeformfull-body gestures

    when playing Kinect gamesbe animated by the users body

    avatars typically take form, BodyAvatar focuses on creation of organic

    but without structural constraint

    unique from other e.g. 13, 15, 17], in that it

    person youre the avatar interaction metaphordirectly based on th

    creating a virtual representation of themselves. the 3D model as a separate

    their own body as a physical of the avatar being created

    centric mapping, the user performown body as if wanting to modify it, which

    modifications to the avatar.

    BodyAvatar: Creating Freeform 3D Avatars

    , Yang Liu1, Takaaki Shiratori

    University of BristolLenovo Research & Technology

    n.umetani@gmail.comangcao@acm.org

    (a) Scan the initial shape. (b) Drag antennas. (c) Sweep wings. (d) Sculpt a big belly. (e) Grow legs. (f) Paint color.

    these avatars can now directly mimic players body movement, making the experience ever more immersive.

    e usually designed by professional limited player customization

    by selecting from a collection of and accessories. However, and build an imagin

    forms as their avatarcomplex 3D modeling

    game players.

    exemplified in a typical Kinect BodyAvatar, a system to allow

    freeform 3D avatar gestures as the input

    when playing Kinect games. These