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Projecting the virtual YOU

How realistic does your Avatar need to be?

Edited by: Ralf Haifisch

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Comparing avatars, how realistic can they be? How realistic do they need to be?

An assessment of virtual world avatars, how realistic they can be, how realistic they should be and what, fundamentally is the point of realism anyway when we are confined to a virtual environment?. Generally, it is easier to represent yourself as a cartoon-like character and much harder to represent yourself as "photorealistic".

Later in this article we will look at Barack Obama is as an example, as he seems to be quite well known.

Wikipedia says that an avatar is "a deliberate descent from higher spiritual realms to lower realms of existence for special purposes". Which is all well and good, but what this actually means ( in plain English ) is that an Avatar is really an extension of yourself - sure you can represent yourself as a dragon, an elf, a stormtrooper or whatever you like - but ultimately is that not a "pseudo-physical" embodiement or representation of who you REALLY are? When you go from an actual reality to the virtual reality how much of YOU is there in your avatar? This is a very interesting question (and no doubt all the social sciences students are penning surveys and questionnaires as we speak)

However, in the traditional Maxping fashion, lets push aside all that rhetoric and empirical nonsense and just get straight to the point. Lets answer that simple question: Why do people have avatars? 

Two reasons:

1) To be somebody you are in real life and want to reach out to an audience to express yourself
2) To be somebody you are not in real life and want to reach out for an audience  to express yourself

Does this seem ambiguous? Yes of course - but our argument is that both are perfectly valid reasons for exposing yourself to others, in a far more intimate and revealing way than chatrooms or forums ever can be. Some want to use fantasy avatars, some want to look like they are in the real life. If you don't want to look like you do in real life, then of course it is easier. Photorealism is a hard thing to achieve because human eye is trained to accept fellow humans and easily senses any deviations - but we can still be photo-real, even if we don't actually look like we do in RL.

Realistic-looking avatar is especially important for virtual meetings and business purposes. 

The Second Life® Avatar

Lets begin at the beginning; The SL Avatar is based on a mesh and skeleton, the modifiability is achieved using morph targets. The SL Avatar has respectable 144 modifiable parameters. See here how you can export and import SL avatar settings to/from your own computer. So that's a great start, but what about photo-realism?

Very recently the Second Life girl Cllie Cline was the first Avatar that was selected to  the "Top 100 Hottest Females of 2007″ in  Maxim. So the Second Life avatar model can't be too bad! We decided to talk to Amy Stork, a well known and slightly disreputable Second Life resident about avatar creation:


Amy:

photoreal_avatars1"I've always been a big fan of photorealism - I like the avatars I create to seem real. I know that we live in a world that is, ultimately an imaginary world but it's very important to get things right. As a nudist colony owner I see many people on a daily basis - leggy blondes, muscular guys, all that rubbish. The ones I like the best are where they have clearly made an effort to be different, just like in real life - it's the imperfections that make us interesting."

 

 

Opensim users usually technically use Second Life avatar if they are using SL Viewers. This has worried some people as the licensing of the avatar model is unclear. There is an effort that has started to create universal free human avatar models that could be used also in Opensim, Tommi Laukkanen wrote about it here.

 

Barack Obama in Second Life

Barack Obama in Second Life

Second Life avatar is cartoon-like with exaggerated muscles and forms - although this is something everyone can adjust themselves. 

Olive avatar

Forterra's "flagship product, OLIVE™ (On-Line Interactive Virtual Environment) is an open, distributed client-server platform for building private, realistic virtual worlds." - excerpt from  Forterra web site.

Barack Obama avatar in Olive

Barack Obama avatar in Olive

Olive avatar is even more cartoon-like than Second Life avatar. Also, the rendering quality of Olive is optimized for low-end hardware because of the wide user base at US government projects. 

Wonderland avatar

Sun Microsystem's project wonderland is working to enhance their avatars. The next release is coming and there should be something better available at that time. Take a look how you can try out Wonderland, it is really easy.

Avatar in Wonderland 0.4

Avatar in Wonderland 0.4

Wonderland's current avatar model is really simple and low polygon. According to their web pages there are significant improvements coming.  I hope that Wonderland project joins to define universal avatars.

realXtend avatar

realXtend avatar can use Facegen's photofit feature to make surprisingly real looking models. It is also possible to use any 3D mesh as an avatar, some examples being shipped with realXtend are a snowman and a mushroom. 

barack_rexbloom2

Barack Obama's avatar in realXtend

realXtend avatar can be made to look cartoonish, too as is the case with Rex Ping. Avatar has more than 10k polygons and it has both morph target based modifications as well as individual bones can be scretched in the skeleton - which can lead to many very funny avatars.

While realXtend avatar clearly looks realistic, realXtend is still an early phase software. As an interesting note, Ludocraft hinted at realXtend mailing list that they are working to bring face tracking and facial animation to realXtend. 

If you have screenshots of an avatar in other virtual world platforms (Barack Obama would be good!), please send them to me (jpirkola@gmail.com) with some explanation and I will publish them as a continuation to this post.

Article tagged: avatar


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