TY - JOUR
T1 - Revolutionising Engineering Education: Creating Photorealistic Virtual Human Lecturers Using Artificial Intelligence And Computer Generated Images
AU - Moolman, Johannes H.
AU - Boyle, Fiona
AU - Walsh, Joseph
N1 - Publisher Copyright:
© 2023 SEFI 2023 - 51st Annual Conference of the European Society for Engineering Education: Engineering Education for Sustainability, Proceedings. All Rights Reserved.
PY - 2023
Y1 - 2023
N2 - The COVID-19 pandemic has disrupted traditional classroom learning, making virtual and remote education increasingly important. In this context, the use of photorealistic virtual humans, or avatars, powered by Artificial Intelligence (AI) can offer an immersive and engaging environment for delivering traditional classroom-based lectures. This paper proposes a process that combines AI and Computer-Generated Images (CGI) to create photorealistic virtual human lecturers for educational purposes.
The proposed process flow involves generating audio from text inputs, which is passed to a 3-Dimensional (3D) facial animation rig that matches lip, tongue, eye and facial movements to the audio using AI. This generates a base mesh for speech animation which is refined using morph targets and blend shapes, resulting in a highly realistic facial animation. Game engines and photogrammetry is used to generate a photo-realistic human avatar, to which the base mesh is mapped to generate a photorealistic animated avatar.
Virtual humans offer several advantages over real persons, including the ability to customise the persons appearance, voice, accent, language, location, mannerisms etc., making them an ideal solution for global education.
The process flow will describe the methods, analysis and interpretations for using AI to generate natural photo-realistic avatars, and the potential contributions to the advancements in engineering education.
In conclusion, virtual humans have the potential to revolutionise the way education is delivered in a post-COVID world. By combining AI and CGI, photorealistic virtual human avatars can be created that are highly engaging, customisable, and accessible to students all over the world.
AB - The COVID-19 pandemic has disrupted traditional classroom learning, making virtual and remote education increasingly important. In this context, the use of photorealistic virtual humans, or avatars, powered by Artificial Intelligence (AI) can offer an immersive and engaging environment for delivering traditional classroom-based lectures. This paper proposes a process that combines AI and Computer-Generated Images (CGI) to create photorealistic virtual human lecturers for educational purposes.
The proposed process flow involves generating audio from text inputs, which is passed to a 3-Dimensional (3D) facial animation rig that matches lip, tongue, eye and facial movements to the audio using AI. This generates a base mesh for speech animation which is refined using morph targets and blend shapes, resulting in a highly realistic facial animation. Game engines and photogrammetry is used to generate a photo-realistic human avatar, to which the base mesh is mapped to generate a photorealistic animated avatar.
Virtual humans offer several advantages over real persons, including the ability to customise the persons appearance, voice, accent, language, location, mannerisms etc., making them an ideal solution for global education.
The process flow will describe the methods, analysis and interpretations for using AI to generate natural photo-realistic avatars, and the potential contributions to the advancements in engineering education.
In conclusion, virtual humans have the potential to revolutionise the way education is delivered in a post-COVID world. By combining AI and CGI, photorealistic virtual human avatars can be created that are highly engaging, customisable, and accessible to students all over the world.
KW - COVID-19 pandemic
KW - virtual education
KW - photorealistic virtual humans
KW - Artificial Intelligence
KW - Computer-Generated Images
KW - 3D facial animation
KW - game engines
KW - photogrammetry
KW - global education
KW - engineering education
KW - education
KW - computer generated images
KW - photorealistic
KW - embodied virtual agents
KW - artificial intelligence
UR - https://www.scopus.com/pages/publications/85179849492
U2 - 10.21427/cdbm-4p41
DO - 10.21427/cdbm-4p41
M3 - Article
SP - 964
EP - 973
JO - European Society for Engineering Education (SEFI)
JF - European Society for Engineering Education (SEFI)
ER -