Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
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On this page
  • Virtual Self & Virtual Other
  • The Avatar
  • Designing character via movement
  • Facial Expressions: micro
  • Additional information
  • General information about virtual identity
  • Virtual Representation
  • Uncanny Valley
  • Laban Movement Analysis
  1. Concept & Identity

C&I: virtual identity

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Last updated 6 years ago

Virtual Self & Virtual Other

Meeting another person is one of the most amazing experiences you can have in Virtual Reality. It is quite unlike communicating through any other medium except a real life face-to-face conversation. Because the other person is life size and shares a virtual space with you, body language works in a way that cannot be done on a flat screen. In order to create social connectedness between players you can design bodily and facial expressions. Facial expressions are very powerful, even when randomly generated.

The Avatar

The first avatar face in VR was designed by at the end of the 80s, and she made it out of twenty polygons; an origami face. Waldo was one of the first CG-characters, created in 1989.

Waldo C. Graphic, "the spirit of 3D", is a (1989) computer graphics puppet.

Designing character via movement

Designing Movement for Avatars Laban Movement Analysis is a method and a language invented by Hungarian dancer, teacher and author Rudolf Laban (1879-1958). It is used for designing VR-characters. Below in the video you can see how a character is created out of Laban Movement Analysis viewpoint.

Facial Expressions: micro

Facial expressions are very powerful, even when randomly generated. Eyebrow-movements and movement of the mouth can be impactful and can be a great solution when bodily representation is not an option for the VR-avatar. They can even provide better immersion than full-representation of the face.

Additional information

General information about virtual identity

Virtual Representation

Visual Representation

  • Placement on the realism continuum or abstraction triangle (ideas, nature, form),

    • Depth cues, interface, color, size, placement, abstract concepts representation, motion

Aural Representation

  • Time based, realism and immersion, force attention, sensory substitution, sonification, spatialisation

  • Communicate new information or reinforce, sounds can be ambient, markers (occurrence of event), localized, speech

Uncanny Valley

The uncanny valley is a psychological theory about the effect involving art and robots and human emotions. As something starts to look more human-like, there is a point at which people start to feel it looks wrong. At this point, they have negative feelings toward the object. These feelings keep getting worse as the object is made to look more human-like. At a certain point, as the object starts to get very close to looking human-like, how people feel towards it tend to reverse and they have more positive emotional feelings towards it. The theory was created by the robotics professor Masahiro Mori in 1970.

Laban Movement Analysis

Other papers

"Your most important canvas is not the virtual world, but the user's sensorimotor loop (cognitive-haptic-motion-sound-sense)." - Jaron Lanier (see chapter )

Practical motion capture options

More information at virtual identity summit:

A face without freckles is like a sky without stars,” - CGI Lil Miquela’s (2018)

Uncanny Valley

LMA

article 3:

Advice for Designers VR
How To Make 3 Point Tracked Full-Body Avatars in VR
Motion Capture mit HTC Vive und IKinema Orion
Adobe Fuse & Mixamo
Facial Expressions introduction
Relating Muscle Movement to Emotion
Facial Action Coding System (FACS) - a visual guidebook
Subtle Expressions Training Tool by Paul Ekman
Micro Expressions and Gestural Slips, Paul Ekman Group
Reimagining the Avatar Dream
What your avatar says about you
Digital freedom: Virtual reality, avatars, and multiple identities
https://www.virtualidentitysummit.com/
Facial asymmetry and affective communication in 3D Online Virtual Society. Junghyun Ahn
Patterns of Online Chats with Emotional Bots: Data Analysis and Agent-Based Simulations. Vladimir Gligorijević
This is how Facebook will animate you in VR, adding hands and facial expressions makes virtual reality a much more intimate medium
In Search of the Uncanny Valley
Laban Movement Analysis made simple
Seeing, Sensing and Recognizing Laban Movement Qualities
Emotionally Immersive Games
Worlds Within and Without: Presenting Fictional Minds
Ann Lasko