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Avatar Creation and Customization for Health Games

Avatar Creation and Customization for Health Games PDF Author: Cheng Chen
Publisher:
ISBN:
Category : Computer science
Languages : en
Pages :

Book Description
Creating 3D avatars that realistically depict a user is very difficult and time consuming. Most 3D avatars are created manually by artists, and personalization options are few. Because 3D scan is an emerging technology, most 3D scanners are very expensive. This thesis presents a three-tiered system that 1) easily generates a 3D Scan model of a person with a multiple-Kinect system which is much cheaper than most scanners, 2) processes the scanned model using a Maya® Plug-in called Scanned Model Customization (SMC), and 3) controls the avatar with physical motion in 3D games. The multiple-Kinect system scans a real person, generates a basic 3D model, and exports the model to Maya®. Meshes and texture are generated form data captured by Kinect. Alignment and finalization methods are used to create the model. This system also includes the SMC Maya Plug-in. With the aid of SMC, a user can customize his/her scanned 3D model. The SMC provides multiple customization options to improve the scanned model and connect with game engines. The avatar is finally controlled with a Kinect-driven character controller in active 3D games. The game is youth-oriented and immersive, with the player live body actions controlling the fate of an avatar in a virtual world.

Avatar Creation and Customization for Health Games

Avatar Creation and Customization for Health Games PDF Author: Cheng Chen
Publisher:
ISBN:
Category : Computer science
Languages : en
Pages :

Book Description
Creating 3D avatars that realistically depict a user is very difficult and time consuming. Most 3D avatars are created manually by artists, and personalization options are few. Because 3D scan is an emerging technology, most 3D scanners are very expensive. This thesis presents a three-tiered system that 1) easily generates a 3D Scan model of a person with a multiple-Kinect system which is much cheaper than most scanners, 2) processes the scanned model using a Maya® Plug-in called Scanned Model Customization (SMC), and 3) controls the avatar with physical motion in 3D games. The multiple-Kinect system scans a real person, generates a basic 3D model, and exports the model to Maya®. Meshes and texture are generated form data captured by Kinect. Alignment and finalization methods are used to create the model. This system also includes the SMC Maya Plug-in. With the aid of SMC, a user can customize his/her scanned 3D model. The SMC provides multiple customization options to improve the scanned model and connect with game engines. The avatar is finally controlled with a Kinect-driven character controller in active 3D games. The game is youth-oriented and immersive, with the player live body actions controlling the fate of an avatar in a virtual world.

Affective Avatars

Affective Avatars PDF Author: Swati Pandita (MPS, MSc.)
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Book Description
Avatar customization and the use of self-similar avatars are two common strategies for increasing avatar identification in virtual health interventions. However, avatar customization interfaces can exclude the creation of minority identities, which further exacerbates inequities in representation along with poor customization experiences. An online study (N = 82) was conducted to investigate the effects of avatar customization, satisfaction with the customization experience, and avatar identification types (similar or wishful) on positive and negative affect with groups that are well-represented (White) and underrepresented (Asian American & Pacific Islanders) in avatar customization interfaces. Participants were assigned or instructed to create an avatar for a series of Cyberball games. Findings indicate that avatar customization does not significantly change positive or negative affect when compared to avatar assignment. However, differences in avatar customization satisfaction between AAPI and White individuals suggest that socially exclusive avatar creation interfaces can impact an individual's virtual experience.

Power Rangers RPG Core Book

Power Rangers RPG Core Book PDF Author: Bryan C.P. Steele
Publisher:
ISBN: 9781736884317
Category : Fantasy games
Languages : en
Pages : 0

Book Description


Digital Games and Mental Health

Digital Games and Mental Health PDF Author: Rachel Kowert
Publisher: Frontiers Media SA
ISBN: 2889714616
Category : Science
Languages : en
Pages : 218

Book Description


Transformative Healthcare Practice through Patient Engagement

Transformative Healthcare Practice through Patient Engagement PDF Author: Graffigna, Guendalina
Publisher: IGI Global
ISBN: 1522506640
Category : Medical
Languages : en
Pages : 407

Book Description
Recent literature suggests that patient participation and engagement may be the ideal solution to the efficacy of healthcare treatments, from a clinical and pragmatic view. Despite the growing discussions on the necessity of patient engagement, there is no set of universally endorsed, concrete guidelines or practices. Transformative Healthcare Practice through Patient Engagement outlines the best practices and global strategies to improve patient engagement. This book features a convergence of healthcare professionals and scholars elucidating the theoretical insights borne from successful patient education, and the technological tools available to sustain their engagement. This book is a useful reference source for healthcare providers, students and professionals in the fields of nursing, therapy, and public health, managers, and policy makers.

Games for Health

Games for Health PDF Author: Ben Schouten
Publisher: Springer Science & Business Media
ISBN: 3658028971
Category : Medical
Languages : en
Pages : 304

Book Description
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Games and Play in HCI

Games and Play in HCI PDF Author: Kathrin Gerling
Publisher: Frontiers Media SA
ISBN: 2889711447
Category : Science
Languages : en
Pages : 193

Book Description


Game Character Creation with Blender and Unity

Game Character Creation with Blender and Unity PDF Author: Chris Totten
Publisher: John Wiley & Sons
ISBN: 1118237714
Category : Computers
Languages : en
Pages : 466

Book Description
A complete guide to creating usable, realistic game characters with two powerful tools Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the process Artists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledge Provides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and export Emphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine Whether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.

My Avatar, My Self

My Avatar, My Self PDF Author: Zach Waggoner
Publisher: McFarland
ISBN: 0786454091
Category : Games & Activities
Languages : en
Pages : 209

Book Description
With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

Can Your Avatar Improve Your Health?

Can Your Avatar Improve Your Health? PDF Author: Youjeong Kim
Publisher:
ISBN:
Category :
Languages : en
Pages : 132

Book Description