Kinect Tools & Capture (by lemurteam)
As part of our research projects, we are now using Kinect in our workflow.
This is a promotional video showing what the L.E.M.U.R. Team is doing.
The challenge of conceptualizing “serious gaming” mechanics & UI for untapped markets/demographics
The concept of “Serious Gaming” is nothing new and has definitely evolved and struggled throughout the years, but it is still here and it is rapidly growing now at a viral rate due to the current trends, innovations and demands in technology, medicine, markets, etc. It is the perfect time and opportunity for “game-learning” to ride this strong moving current that is being used for research, training and solving problems for patients, medical industry students and professionals.
For example, Interaction Healthcare, a French company that is a major player in e-health, will be deploying “Pulse!!” in France, building the following capabilities:
- Design new training modules on healthcare issues such as prevention of diseases for the general public.
- Develop training modules tailored for medical practices suchas use of complex medical devices, surgical procedures e.g. obstetrics, use of new medical equipment, etc.
Current applications of the Pulse!! Simulation Technology are being used to better teach and train medical students and professionals in clinical decision making skills and diagnostic protocol. Serious game based technology is impacting the way healthcare and medical organizations teach a new generation of learners.
Our team is currently developing some great new interactive experiences, some of which cater to an older demographic.
Our challenge is to make these experiences as immersive, beautiful, and as cutting edge as possible, as well as:
- Legible.
- Intuitive.
- Easy.
- Believable.
- Inviting.
- Maintains the users interest and does not become boring.

We are trying to think outside the box with the interface and the overall experience (Especially since it will be touch screen based). So, I came up with some basic UI concepts and elements through some mock-ups of screens.
I’m trying to keep the colors rich, yet not overwhelming or distracting. You can tell that there is a bit of Apple influence and the buttons are nice and big. Ultimately, the goal is to still have an interface, but not have it be in the way and break the immersion. That you can still have the environment visible at all times…as much as possible and not interrupt it through gui elements. To not feel “boxed in” or intrusive.
Legibility and easy navigation is key, but simple gameplay mechanics is just as important. Especially for some people that may have never played a game or interact with an interactive and immersive application. So having the option to use user interface elements and directly interact with one of the avatars helps from the user getting lost and also increases immersion and believability.

A good example of a “non-intrusive” interactive experience interface can be seen in EA’s popular new franchise, Dead Space.
Where the interface is part of the environment and the main character’s health meter is integrated into his armor/suit.

Instead of glancing away from the action to check health stats, the user is presented information in the center of the action. This draws them in more, and gives the players one of the best game play experiences they can have: immersion.
My goal is to try and create that in different ways with our projects. Especially a touch screen based project such as this one.
Photoshop CS5 and Poser were used in the creation of these 1st round of mock-ups.
Tranformations
The purpose of using 3D avatars, or animation itself is the ability to do things that you can’t do in real life. In our simulation we will need to be able to change the avatar’s appearance in many ways. Among some of these transformations we are looking into ways of aging the avatar, and controlling their body weight to make them more obese or healthy depending on the situation they are presented with in the simulation.
Below is a an animated picture of one method of achieving this effect. Many graphics applications have morph features that allow an object to change, from one shape to another, as long as it has the same geometry (the points and faces are the same).

Although a few game engines support morphing, this is currently not possible in Unity.
Although the method described above is ideal, as it allows the artist to shape or sculpt the model as needed, such an effect has been achieved in the past (in games and realtime applications) through the use of bone animation.
Below is another picture that shows how this same effect can be achieved with this method. The bones influencing the shape are highlighted in red.
We can also use bump and normal maps to help obtain this aging effect. These could be used to create wrinkles on the character without having build them into the actual model.
A bump map is basically a black and white image that tells the computer to interpret the darker areas as depressions on a surface, and the lighter parts as elevations.
A normal map is similar to the bump map, but it uses 3 colors to give a more 3 dimensional feel of what the object looks like, and how light reacts to its surface.
The following images are some examples of each. The first image shows a bump map implemented on some environment objects in the Unity 3D engine. The second image illustrates a normal map applied on a 3D object.


Avatar Creation
Since I’ve joined the team, I have been focused mainly on getting realistic looking avatars into the simulations. As they are meant to run in real time on the Unity 3D game engine, it is very important that they are not heavy on memory so it doesn’t slow down the computer. 
To begin with, I started out with the base model. Although for this project we will be creating custom models using 3D Max and Maya, these models were obtained online (AXYZ designs) for prototyping purposes.
I found this a very clean and well built model. In this picture you can see how the lines around the knee all converge to where the knee bends. This allows the leg to bend while preserving its natural shape. How the model will “deform” is also very important when building a model for realtime animation.

Next we have to build the texture. Here ,I took a picture of our programmer and fit it to the model. This process called “UV mapping” is basically matching the 3D coordinates of the model to where they would be on a two dimensional image. In order to get the best fit, I often have to go back between Photoshop and the 3D application, making adjustments for both the UV coordinates and the image itself.
Here is the textured model

Now that that we have a textured model, we’re ready to animate him. First we must set the modelup for animation. This process is called “rigging”.
Rather than reshaping the model for each pose, I create an invisible “skeleton” that tells the computer where this model bends and how it bends. I can define how much a certain “bone” influences the 3D object. This skeleton is really what is being animated.
Although I could animate these bones directly, I’ve created a control system that I can attach to this skeleton, which will give me better ways to animate it. This system is called the “rig”.

In this post, I’ve described some of the basic steps in building an avatar. As you can see, especially with the models, this is a very manual process. As our goal is to recreate a 3D model of the user, we are searching for ways of automating these processes wherever possible.
It is very likely that we will have a library of parts from which our characters are assembled. By creating a database of parts, and standardized system of UV mapping the photographs to the models, it will be easier for us to create a variety of avatars.
Notes and Observations
Team Meeting
HHS
This week we began working with Avatars in terms of creating realistic avatars from photographs. The complexities were found in the inability to manipulate the mesh so that we could replicate the persons bone structure. Shown below are images of two test subjects.


Daniel will be looking into evaluating the software Face Gen (http://www.facegen.com/) To see if it will allow us more control over meshes to produce more accurate head shapes and facial bone structures. The software runs about $900, and has an SDK that we may be able to incorporate in our Unity projects.
It was determined in this meeting that there will be two version of the learning module. One will be designed for patients and in addition to the previous post will consist of the following:
-
- Basic user interface – extremely user friendly, icon based environment
- Touch screen
- Will collect data
- Will have mini tutorials and help screens throughout
- Could possibly have a self adjusting interface – the interface adjust itself based on the responses of the user
The second version of the module will be for physicians and will differ from the above by the following:
-
- Web based
- Mouse Driven
- Computer savvy user interface and environment – fewer hints and tutorials, no adjusting
Carlos Pita began work on the draft story boards which are due tomorrow. Lots of discussion has already gone into how this interface will look and run. Carlos suggested that the interface be a seamless part of the 3D environment, and that we will use the entire 3d environment rather than lock the camera down. Carlos Gomez suggested that interface screens could be actual 3D objects in the room that once activated, would take up the entire screen.
One concern that arose, was addressing the altering of a models body shape in real time. One facet of the project is to allow a model to change over time based on a given set of initial conditions. We would record the initial conditions based on the measurements and BMI of the participant (end user). The issue is that there really is no uniform way to insure consistency in body alterations over many users. It was decided that we may have to incorporate an interface that allows one to adjust the avatar so that an accurate body types can be set initially. In this way, were an avatar required to gain weight only the appropriate areas would be adjusted.
Trigger Tapes
Our initial goals for the trigger tapes was to hire actors and film the entire segment based on scripted events. It has now been determined that the team could produce the videos completely with avatars. The advantages of this are:
-
- Opportunity to design entire process and work flow of avatar development
- Very similar to the work flow proposed for HHS
- Once completed, will generate exposure in an area that we had not anticipated having access to
We will explore the script, and the possibilities of modeling and rendering in Maya.
Storyboards and Designs
One of the projects that we will be working on (HHS) entails utilizing virtual agents for educating end users regarding various medical concerns. The goal is to take information that in the past had been paper based, and create 3d multimedia experiences. After many sessions of brainstorming, we determined that we will have to nail down the requirements for the projects interfaces. We will take the following steps:
PowerPoint Storyboard – Dr. Andrade will develop a very basic lesson plan and work flow that will touch upon the three primary sections of the Learning module:
- Registration screen – This interface will be used to capture user id.
- Didactic (Tutorial) – this section will be used to train the individual on the required material. It will consist of an agent demo section, an agent based coaching section, and a recordable question and answer section.
- Example (Problem Solving) – This section will consist of an agent based cinematic section designed to reinforce concepts learned in the didactic section. this section will also contain a recordable question and answer section
- Demonstration/Implementation/Game – Utilizing techniques found in 3d gaming environments, an interactive section of relevant scenarios will be designed to reinforce what was learned in the didactic section.
The storyboard will be completed in PowerPoint, and will convey a base proposed design concept. Once this has been approved, we will move on the the next phase.
Flash Based Story Board – Building on the PowerPoint storyboard, we will take the design to the next phase utilizing Flash. Flash will allow us to create a mock version of the application interface. We will at this level work on screen and component design, as well as scene transitions and interactions. Upon approval of this interface, we will then design a 3d alpha version of the mock module.
Unity based Alpha Module – Building on the Flash design, we will move the entire environment into a fully 3d based interface. All agents and components will be animated real time within the Unity3D engine. At this level we will work extensively on the 3D interactivity of the demonstration section
The first draft of the storyboard is due this Friday, June 4.



