Lip synchronization of 3D face model is now being used in a multitude of important fields. It brings a more human, social and dramatic reality to computer games, films and interactive multimedia, and is growing in use and importance. High level of realism can be used in demanding applications such as computer games and cinema. Authoring lip syncing with complex and subtle expressions is still difficult and fraught with problems in terms of realism. This research proposed a lip syncing method of realistic expressive 3D face model. Animated lips requires a 3D face model capable of representing the myriad shapes the human face experiences during speech and a method to produce the correct lip shape at the correct time. The paper presented a 3D face model designed to support lip syncing that align with input audio file. It deforms using Raised Cosine Deformation (RCD) function that is grafted onto the input facial geometry. The face model was based on MPEG-4 Facial Animation (FA) Standard. This paper proposed a method to animate the 3D face model over time to create animated lip syncing using a canonical set of visemes for all pairwise combinations of a reduced phoneme set called ProPhone. The proposed research integrated emotions by the consideration of Ekman model and Plutchik's wheel with emotive eye movements by implementing Emotional Eye Movements Markup Language (EEMML) to produce realistic 3D face model.
Cloth simulation and animation has been the topic of research since the mid-80's in the field of computer graphics. Enforcing incompressible is very important in real time simulation. Although, there are great achievements in this regard, it still suffers from unnecessary time consumption in certain steps that is common in real time applications. This research develops a real-time cloth simulator for a virtual human character (VHC) with wearable clothing. This research achieves success in cloth simulation on the VHC through enhancing the position-based dynamics (PBD) framework by computing a series of positional constraints which implement constant densities. Also, the self-collision and collision with moving capsules is implemented to achieve realistic behavior cloth modelled on animated characters. This is to enable comparable incompressibility and convergence to raised cosine deformation (RCD) function solvers. On implementation, this research achieves optimized collision between clothes, syncing of the animation with the cloth simulation and setting the properties of the cloth to get the best results possible. Therefore, a real-time cloth simulation, with believable output, on animated VHC is achieved. This research perceives our proposed method can serve as a completion to the game assets clothing pipeline.
In this study, we attempt to provide healthcare service to the pilgrims. This study describes how a multimedia courseware can be used in making the pilgrims aware of the common diseases that are present in Saudi Arabia during the pilgrimage. The multimedia courseware will also be used in providing some information about the symptoms of these diseases, and how each of them can be treated. The multimedia courseware contains a virtual representation of a hospital, some videos of actual cases of patients, and authentic learning activities intended to enhance health competencies during the pilgrimage. An examination of the courseware was conducted so as to study the manner in which the elements of the courseware are applied in real-time learning. More so, in this research, a discussion on the most dangerous diseases which may occur during the season of pilgrimage is provided. The use of the multimedia course is able to effectively and efficiently provide information to the pilgrims about these diseases. This technology performs this task by using the knowledge that has been accumulated from past experience, particularly in the field of disease diagnosis, medicine and treatment. The courseware has been created using an authoring tool known as ToolBook instructor to provide pilgrims with quality service.
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