online platform – Mingei https://www.mingei-project.eu Tue, 01 Oct 2019 14:42:04 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.1 https://www.mingei-project.eu/wp-content/uploads/2019/03/favicon.png online platform – Mingei https://www.mingei-project.eu 32 32 The creation of virtual avatars https://www.mingei-project.eu/2019/09/02/the-creation-of-virtual-avatars/ https://www.mingei-project.eu/2019/09/02/the-creation-of-virtual-avatars/#comments Mon, 02 Sep 2019 12:53:15 +0000 http://www.mingei-project.eu/?p=1002  

Part of Mingei’s digitization process is the creation of virtual avatars that represent the craftsmen and the intangible elements of heritage crafts. Virtual avatars are the result of 3D construction. In the field of computer graphics and computer vision, 3D reconstruction concerns any procedure that includes the capturing of the shape and the appearance of real objects. In the context of Mingei, MIRALab Sarl works on face and body reconstruction of real people, in order to create a natural-looking 3D virtual character identical to them.

Why use virtual avatars?

In the context of digitized cultural heritage, virtual humans can help with immersing the users in the virtual environments where the craft is presented, as it makes the craft procedures more interesting for them. Several studies highlight the advantages of virtual avatars, as they can elicit better results with regard to social presence, engagement and performance. There are studies where users favored interacting with an agent capable of natural conversational behaviors (e.g gesture, gaze, turn-taking), rather than an interaction without these features. 

Moreover, it has been demonstrated that an embodied agent with locomotion and gestures can positively affect users’ sense of engagement, social richness and social presence. Finally, with respect to engagement, participants have claimed that they can better recall stories of robotic agents when the agent looked at them more during a storytelling scenario. The use of virtual avatars is thus a step towards the preservation and representation of heritage crafts.

The creation process

The creation of those virtual avatars is divided in the following steps:
1. 3D scanning and image acquisition
2. 3D points and texture reconstruction
3. Standard topology wrapping
4. Blendshapes generation
5. Body integration
6. Lip syncing setup

For the first step, an image-based full body and 3D face scanner was used. We decided to test first the face reconstruction, so we adapted all the cameras to the face position as shown in the pictures below.

Figure 1: Camera set up for face capture

Image acquisition is the information source of the 3D reconstruction. Sixty 2D digital images were acquired by 60 compact cameras synchronized and controlled by a single computer. All photos have been taken into a specific restricted area with green background (as shown in figure 1) which allows us to edit the photos and increase the quality. For this processing stage, we used Matlab and thus, we extracted all this green background. The transformed photos, called masks, are inserted into the Agisoft Metashape tool, in order to improve the reconstruction accuracy. We used photos of all the vowels as shown in Figure 2. Therefore, we had a separate representation of each one of them.

Figure 2. Examples of the face reconstruction, using the Agisoft tool, for three vowels

As a third step, we proceeded with the retargeting of the head textures and the geometry onto a standardized head. We worked in a predefined area of the head which is the front part. To this end, the Wrap3D or Russian3DScanner tool were used, to adjust the topology of the face to a standardized head (the blue one).

Figure 3. Face wrapping using R3DS

The fourth step concerns the ability of the avatar to “speak”, as well as have some facial expressions. The goal of this step is the generation of blendshapes, which are necessary for the lip synchronization. Blendshapes in general is a term for morphing. It is a way of deforming the geometry to create a specific look or shape for the mesh. For example, on a virtual character’s face various facial expressions can be created, that can then be blended so as to acquire the desired result. Blendshapes are the most popular method for generating facial animations.

So, for each expression we created during the second and third step, we used the Optical Flow, which is part of the Wrap3D tool, to deform the standardized head in terms of the vowels’ geometry. The goal was to maintain the texture of the head mesh.

The final step of the face reconstruction was the lip-syncing procedure as mentioned above. Lip syncing is a technical term for matching a person’s lip movements as they are speaking, with prerecorded spoken vocals that a listener can hear. In our case, a Unity plugin was used, called LipSync Pro. Thus, before starting with this process, we exported all the previous data as Blendshapes and we integrated them in a Unity project.
We subsequently proceeded with the analysis of the audio signal of the speech, and we extracted the phonemes and placed them in the audio in a specific timing to reproduce the lip syncing from the Blendshapes.

Figure 4. The complete avatar (left) and the avatar in a Unity environment (right).

Finally, when the head was ready, we integrated it to a body, creating a full avatar as can be seen in Figure 4.
Having the avatar ready, we then proceeded to test on it some of the animations that were the product of motion capture (MoCap) excecuted by Armines at the Haus der Seidenkultur in Krefeld. For this, the MoCap files needed to be converted from BVH to FBX form, and the Avatar needed to be configured to have a humanoid skeleton in Unity. Finally, there is a correspondence in the joints of the skeleton of the MoCap and the ones of the Avatar. The avatar can now move according to the motion capture of the craftsmen at Haus der Seidenkultur.

Written by MIRALab Sarl
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Mingei Crafts Ontology by CNR https://www.mingei-project.eu/2019/07/26/mingei-crafts-ontology-by-cnr/ Fri, 26 Jul 2019 14:50:34 +0000 http://www.mingei-project.eu/?p=887
The Mingei project aims to digitise and represent knowledge about the (in)tangible aspects of heritage crafts (HC). When we talk about knowledge representation, we need to rely on an ontology that helps us to describe the heritage crafts and tell the stories about them. In this context, we define ‘ontology’ as a vocabulary that provides mathematical definitions of all terms that are used within the domain of heritage crafts; for example events, tools or locations. 

Mingei Crafts Ontology

CNR is developing the Mingei Crafts Ontology (CrO) and plans to use it to build stories that share the knowledge and artefacts of these crafts. You may think of this process as a timeline composed of events related to each other through temporal, causal and inclusion relations. Each event is also linked to its components such as tools, methods, people or locations. 

To create this Crafts Ontology, luckily we don’t need to start from scratch. We are able to follow in the footsteps of Europeana, which already described cultural heritage artefacts in the European Data Model* (EDM). The EDM is defined with the scientific contribution of CNR, among others. 

In addition to the EDM, CNR previously developed an ontology for representing narratives  (as an extension of the CIDOC Cultural Reference Model**), which is the vocabulary used to describe events related to cultural heritage artefacts. Both these ontologies will be taken as reference for CNR’s attempt to define the Mingei Crafts Ontology, and they will be enriched with all the knowledge collected in the Mingei project. 

Mingei Online Platform

CNR is also involved in the development of the Mingei online platform. In particular, CNR will develop software to help annotate knowledge that is related to digital objects that are created in this project to document heritage crafts (i.e. motion capture). Additionally CNR will work on a semi-automatic tool that will help construct, manage and visualise those previously mentioned narratives.

Up until now, CNR has been working with FORTH on the definition of the software architecture of the Mingei online platform. Furthermore, CNR participated to the meeting with the Haus der Seidenkultur to capture the requirements on the representation of knowledge concerning the process of silk weaving and the documents about that knowledge. 

  *The European Data Model (EDM) is a new proposal for structuring the data that Europeana will be ingesting, managing and publishing. The Europeana Data Model is a major improvement on the Europeana Semantic Elements (ESE). Its aim is to avoid the use of different data standards within the different heritage sectors. 

**The CIDOC Conceptual Reference Model (CRM) provides definitions and a formal structure for describing the implicit and explicit concepts and relationships used in cultural heritage documentation. The CIDOC CRM is intended to promote a shared understanding of cultural heritage information by providing a common and extensible semantic framework that any cultural heritage information can be mapped to.

Written by Valentina Bartalesi, CNR
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