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Welcome to the first version of the Digital shape workbench
March 2007
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Virtual Human Ontology

Levels of Kowledge
Virtual Human Properties
Morphology and Individuality
Geometry
Animation Sequences
Animation Controllers
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Levels of Knowledges

For the creation of this ontology, we have considered that Virtual Human (VH) creation can be represented in different levels of knowledge:

  • Geometry: The geometry is the physical visual representation of the Virtual Human and is composed of two parts, primary: body shape, and secondary: accessories, garments, etc.
  • Animation: Virtual Human’s animation can be prerecorded as Key Framed or Motion Captured. Also it can be procedural animation where algorithms drive movements, like walking, reaching, taking, etc. In order for an animation to take place, the character should have a skeletal structure. This structure is defined in the Structural Descriptor.
  • Behavior and Cognition: algorithms that drive the behavior and cognition of the character considering individual descriptors.

When creating VHs, other abstract concepts may have to be considered, they are:

  • Morphology: contains information like: Age, weight, height, gender.
  • Individuality: Representation individual descriptors, to specialize animations, motions and behaviors.This individuality is can be represented by personality or emotion models.

Moreover, VHs have extra attributes, like Garments and Smart Objects.

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Introduction to ontologies
AIM@SHAPE ontologies

Common ontologies
Shape ontology
Tool ontology

Domain ontologies
Virtual Humans ontology
Shape Acquisition and Processing ontology
Product Design ontology