Personalized mask for virtual reality avatar
By using personality masks in virtual reality technology to personalize the avatars in virtual environments, the cost, complex and privacy issues of expressing user emotions and personality in the prior art are solved, and a more natural and adaptable user representation and enhanced social presence is achieved.
Patent Information
- Application Number
- CN202411443338.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2024-09-13
- Filing Date
- 2024-10-16
- Publication Date
- 2025-04-22
AI Technical Summary
The prior art has expensive, complex and privacy issues in the ability to accurately represent their emotions and personalities through digital representations of users.
By using personality masks to personalize avatars in a virtual environment, personality masks can guide the design of the avatar's facial expressions, sports and clothing, and recognize emotional prompts based on user's personality questionnaire and action-recognizing.
Reduces hardware costs and computing latency, solves privacy issues, and provides a more natural and adaptable user representation, enhancing the social presence of virtual reality avatars.
Smart Images

Figure CN119863552A_ABST
Abstract
Description
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to U.S. Provisional Patent Application No. 63 / 591,983, filed on October 20, 2023, and U.S. Non-Provisional Patent Application No. 18 / 885,371, filed on September 13, 2024, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates generally to virtual reality technology, and more particularly to using personality masks to enhance social presence in virtual reality avatars. Background Art
[0004] In general, artificial reality, extended reality, or hyperreality (collectively referred to as "XR") is a form of reality that has been adjusted in some way before being presented to a user, which may include, for example, virtual reality (VR), augmented reality (AR), mixed reality (MR), hybrid reality, or some combination and / or derivative thereof. Artificial reality content may include fully generated content, or generated content combined with captured content (e.g., real-world photos). Artificial reality content may include video, audio, tactile feedback, or some combination thereof, any of which may be presented in a single channel or in multiple channels (e.g., stereoscopic video that gives the viewer a three-dimensional effect). In addition, in some embodiments, artificial reality may be associated with an application, product, accessory, service, or some combination thereof, which is used, for example, to create content in artificial reality and / or to be used in artificial reality (e.g., to perform activities in artificial reality).
[0005] One of the key aspects of artificial reality technology is the use of digital representations of users in the environment. These representations can be customized to resemble the user or take on a completely different appearance. However, a significant challenge with this technology is the ability to accurately represent the user's emotions and personality through their digital representation. Traditional methods rely on tracking technology to capture the user's facial expressions and render the user's facial expressions onto the user's digital representation. However, these methods can be expensive, complex, and may raise privacy issues as they require continuous monitoring and tracking of the user's physical characteristics. Summary of the invention
[0006] The subject disclosure provides systems and methods for enhancing social presence in virtual reality avatars using personality masks. Users are allowed to personalize their avatars in a virtual environment using personality masks generated from personality tests. For example, the personality mask can guide the design of the avatar's facial expressions, movements, and even clothing, thereby providing a more natural and more adaptive user representation in the virtual space.
[0007] One aspect of the present disclosure relates to a method for guiding the design of facial expressions of an avatar in a virtual environment. The method may include: receiving a response from a user to a personality questionnaire including one or more questions. The method may include: generating a personality mask based on the response. The method may include: assigning the generated personality mask to the user's avatar. The method may include: identifying emotional cues based on the user's actions. The method may include: rendering the avatar with emotions based on the assigned personality mask and the identified emotional cues.
[0008] Another aspect of the present disclosure relates to a system configured to guide the design of facial expressions of an avatar in a virtual environment. The system may include one or more hardware processors configured by machine-readable instructions. The one or more hardware processors may be configured to receive a response from a user to a personality questionnaire including one or more questions. The one or more hardware processors may be configured to generate a personality mask based on the response. The one or more hardware processors may be configured to assign the generated personality mask to the user's avatar. The one or more hardware processors may be configured to recognize emotional cues based on the user's actions. The one or more hardware processors may be configured to render the avatar with emotions based on the assigned personality mask and the recognized emotional cues.
[0009] Yet another aspect of the present disclosure relates to a non-transitory computer-readable storage medium having instructions contained thereon that can be executed by one or more processors to perform a method for guiding the design of facial expressions of an avatar in a virtual environment. The method may include: receiving a response from a user to a personality questionnaire including one or more questions. The method may include: generating a personality mask based on the response. The method may include: assigning the generated personality mask to the user's avatar. The method may include: identifying emotional cues based on the user's actions. The method may include: rendering the avatar with emotions based on the assigned personality mask and the identified emotional cues.
[0010] Yet another aspect of the present disclosure relates to a system configured to guide the design of facial expressions of an avatar in a virtual environment. The system may include: a device for receiving a response from a user to a personality questionnaire including one or more questions. The system may include: a device for generating a personality mask based on the response. The system may include: a device for assigning the generated personality mask to the user's avatar. The system may include: a device for identifying emotional cues based on the user's actions. The system may include: a device for rendering the avatar with emotions based on the assigned personality mask and the identified emotional cues. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] To facilitate identification of the discussion of any particular element or act, the most significant digit(s) in a reference number refers to the figure number in which the element is first introduced.
[0012] Figure 1 is a block diagram illustrating an overview of a number of devices on which some embodiments of the disclosed technology may operate.
[0013] Figure 2A is a line diagram of a virtual reality head-mounted display (HMD) according to one or more implementations.
[0014] Figure 2B is a line diagram of a mixed reality HMD system including a mixed reality HMD and a core processing component according to one or more implementations.
[0015] Figure 2C According to one or more embodiments, a user can hold the device with one or both hands to communicate with the Figure 2A and Figure 2B A controller for interacting with the artificial reality environment presented by the HMD.
[0016] Figure 3 is a block diagram illustrating an overview of an environment in which some embodiments of the disclosed technology may operate.
[0017] Figure 4 An example flow chart for personality mask rendering from machine learning model training in accordance with one or more implementations is shown.
[0018] Figure 5 An example flow chart for personality mask rendering from generative artificial intelligence (GenAI) according to one or more implementations is shown.
[0019] Figure 6An example flow diagram for avatar rendering in VR with a user-defined “personality mask” from a real personality test is shown in accordance with one or more implementations.
[0020] Figure 7 An example flow diagram is shown for avatar rendering in VR with a "personality mask" collected from the user via eye tracking / face tracking measurements in accordance with one or more implementations.
[0021] Figure 8 A system configured for providing a personality mask for a VR avatar is shown in accordance with one or more implementations.
[0022] Fig. 9 An example flow chart for providing a personality mask for a VR avatar according to certain aspects of the present disclosure is shown.
[0023] Fig.10 is a block diagram illustrating an example computer system (eg, representing both a client and a server) with which aspects of the subject technology may be implemented.
[0024] In one or more embodiments, all components depicted in each of the figures may not be required, and one or more embodiments may include additional components not shown in the figures. The arrangement and type of these components may be modified without departing from the scope of the present subject disclosure. Additional components, different components, or fewer components may be used within the scope of the present subject disclosure. DETAILED DESCRIPTION
[0025] In the following detailed description, many specific details are set forth to provide a thorough understanding of the present disclosure. However, it will be apparent to one of ordinary skill in the art that the various embodiments of the present disclosure may be practiced without some of these specific details. In other instances, well-known structures and techniques are not shown in detail to avoid obscuring the present disclosure.
[0026] Embodiments of the disclosed technology may include an artificial reality system, or may be implemented in conjunction with an artificial reality system. Artificial reality, extended reality, or hyperreality (collectively referred to as "XR") is a form of reality that has been adjusted in some way before being presented to a user, which may include, for example, virtual reality (VR), augmented reality (AR), mixed reality (MR), hybrid reality, or some combination and / or derivative thereof. Artificial reality content may include fully generated content, or generated content combined with collected content (e.g., real-world photos). Artificial reality content may include video, audio, tactile feedback, or some combination thereof, any of which may be presented in a single channel or in multiple channels (e.g., stereoscopic video that gives the viewer a three-dimensional effect). In addition, in some embodiments, artificial reality may be associated with an application, product, accessory, service, or some combination thereof, which is used, for example, to create content in artificial reality and / or to be used in artificial reality (e.g., to perform activities in artificial reality). Artificial reality systems that provide artificial reality content can be implemented on a variety of platforms, including a head-mounted display (HMD) connected to a host computer system, a stand-alone HMD, a mobile device or computing system, a "cave" environment projection system or other projection system, or any other hardware platform capable of providing artificial reality content to one or more viewers.
[0027] As used herein, "virtual reality" or "VR" refers to an immersive experience in which the user's visual input is controlled by a computing system. "Augmented reality" or "AR" refers to a system in which a user views images of the real world after they have passed through a computing system. For example, a tablet with a camera on the back can capture images of the real world and then display them on a screen on the side of the tablet opposite the camera. The tablet can process and adjust or "enhance" the images as they pass through the system (e.g., by adding virtual objects). AR also refers to a system in which the light entering the user's eyes is partially generated by a computing system and partially composed of light reflected from objects in the real world. For example, an AR head-mounted viewer (headset) can be shaped as a pair of glasses with a transparent display that allows light from the real world to pass through a waveguide that simultaneously emits light from a projector in the AR head-mounted viewer, thereby allowing the AR head-mounted viewer to present virtual objects mixed with real objects that the user can see. The AR head-mounted view device can be a light-blocking head-mounted view device with video pass-through. As used herein, "artificial reality", "hyperreality" or "XR" refers to any of the following: VR; AR; MR; or any combination or hybrid thereof.
[0028] Several embodiments are discussed in more detail below with reference to the accompanying drawings. Figure 1 It is a block diagram of a device operating environment that can implement various aspects of the subject technology. The device operating environment may include multiple hardware components of a computing system 100, which can create, manage, and provide interactive modes for a shared artificial reality environment (e.g., a gaming artificial reality environment), for example, to individually control audio (e.g., switch audio sources) via XR elements and / or real-world audio elements. For each user of the computing system 100, the interactive mode may include different audio sources or audio channels. Some of these audio channels may be spatialized or non-spatialized. In various embodiments, the computing system 100 may include a single computing device or multiple computing devices 102 that communicate via wired or wireless channels to distribute processing and share input data.
[0029] In some embodiments, the computing system 100 may include a standalone head-mounted view device that can provide a computer-created or enhanced experience to a user without external processing or external sensors. In other embodiments, the computing system 100 may include multiple computing devices 102, such as head-mounted view devices and core processing components (e.g., consoles, mobile devices, or server systems), where some processing operations are performed on the head-mounted view device and other processing operations are offloaded to the core processing components. Figure 2A and Figure 2B An example head mounted view is described. In some embodiments, the position data and environmental data may be collected solely by sensors incorporated into the head mounted view device, while in other embodiments, one or more of the plurality of non-head mounted view computing devices 102 may include sensor components that may track environmental data or position data, for example, for implementing computer vision functionality. Additionally or alternatively, such sensors may be incorporated as wrist sensors that may be used as wrist wearable devices for detecting or determining user input gestures. For example, the sensors may include an inertial measurement unit (IMU), an eye tracking sensor, an electromyograph (e.g., for converting neuromuscular signals into specific gestures), a time of flight sensor, and / or a light / optical sensor, etc., to determine input gestures, how the user's hand / wrist moves, and / or environmental data and position data.
[0030] The computing system 100 may include one or more processors 110 (e.g., a central processing unit (CPU), a graphical processing unit (GPU), a holographic processing unit (HPU), etc.). The processor 110 may be a single processing unit or multiple processing units, which are located in a device or distributed across multiple devices (e.g., distributed across two or more computing devices in the multiple computing devices 102). The computing system 100 may include one or more input devices 104 that provide input to the processors 110, thereby notifying these processors of actions. These actions may be communicated by a hardware controller that interprets the signals received from the input devices 104 and transmits the information to the processors 110 using a communication protocol. As an example, the hardware controller may convert the signals from the input devices 104 to render audio, motion, or other signal control features in a shared XR environment. Each input device 104 may include, for example, a mouse, a keyboard, a touch screen, a touchpad, a wearable input device (e.g., tactile gloves, bracelets, rings, earrings, necklaces, watches, etc.), a camera (or other light-based input device, such as an infrared sensor), a microphone, and / or other user input devices.
[0031] The processor 110 can be coupled to other hardware devices, for example, by using an internal bus, an external bus (e.g., a peripheral component interconnect standard (PCI) bus, a small computer system interface (SCSI) bus), and / or a wireless connection. The processor 110 can communicate with the hardware controller of each device (e.g., the display 106). The display 106 can be used to display text and graphics. In some embodiments, the display 106 includes an input device, such as when the input device is a touch screen or is equipped with an eye movement direction monitoring system, the input device is part of the display. In some embodiments, the display is separated from the input device. Examples of display devices include: liquid crystal display (LCD) display screen; light emitting diode (LED) display screen; projection, holographic, and / or augmented reality display (e.g., a head-up display device or a head-mounted device), etc. Other input / output (I / O) devices 108 may also be coupled to the processor, such as a network chip or card, a video chip or card, an audio chip or card, a universal serial bus (USB), FireWire or other external devices, a camera, a printer, a speaker, a compact disc read-only memory (CD-ROM) drive, a digital video disc (DVD) drive, a disk drive, etc.
[0032] The computing system 100 may include a communication device that can communicate wirelessly or wired with other local computing devices 102 or network nodes. The communication device can communicate with another device or server over a network using, for example, a transmission control protocol / internet protocol (TCP / IP). The computing system 100 can utilize the communication device to distribute operations on multiple network devices. For example, the communication device can be used as a communication module. The communication device can be configured to send or receive audio signals.
[0033] The processor 110 can access a memory 112, which can be included on one of the multiple computing devices 102 of the computing system 100, or can be distributed on one of the multiple computing devices 102 of the computing system 100, or multiple other external devices. The memory includes one or more hardware devices for volatile storage or non-volatile storage, and can include both read-only memory and writable memory. For example, the memory can include one or more of the following: random access memory (RAM), various cache memories, CPU registers, read-only memory (ROM), and writable non-volatile memory, such as flash memory, hard drive, floppy disk, compact disk (CD), DVD, magnetic storage device, and tape drive. The memory is not a propagation signal separated from the underlying hardware; therefore, the memory is non-transient. The memory 112 may include a program memory 114 that stores programs and software such as an operating system 118, an XR operating system 120, and other applications 122 (e.g., XR games). The memory 112 may also include a data memory 116 that may include information to be provided to the program memory 114 or any element in the computing system 100.
[0034] Some embodiments may operate with many other computing system environments or configurations. Examples of computing systems, environments, and / or configurations suitable for use with the technology include, but are not limited to, XR headsets, personal computers, server computers, handheld or laptop devices, cellular phones, wearable electronic devices, game consoles, tablet devices, multiprocessor systems, microprocessor-based systems, set-top boxes, programmable consumer electronics, networked personal computers (PCs), minicomputers, mainframe computers, and / or distributed computing environments including any of the foregoing systems or devices.
[0035] Figure 2A and Figure 2Bis a schematic diagram illustrating a virtual reality head mounted viewer according to certain aspects of the present disclosure. Figure 2A 2 is a schematic diagram of a virtual reality head mounted display (HMD) 200. The virtual reality HMD 200 includes a front rigid body 205 and a strap 210. The front rigid body 205 includes one or more electronic display elements such as an electronic display 245, an inertial motion unit (IMU) 215, one or more position sensors 220, a plurality of locators 225, and one or more computing units 230. The position sensors 220, the IMU 215, and the computing units 230 may be located inside the virtual reality HMD 200 and may not be visible to the user. In various embodiments, the IMU 215, the position sensors 220, and the locators 225 may track the movement and position of the virtual reality HMD 200 in the real world and in the virtual environment with three degrees of freedom (3DoF), six degrees of freedom (6DoF), etc. For example, the locators 225 may emit infrared beams that produce light spots on real objects around the virtual reality HMD 200. As another example, the IMU 215 may include, for example: one or more accelerometers; one or more gyroscopes; one or more magnetometers; one or more other non-camera-based position, force, or orientation sensors; or a combination thereof. One or more cameras (not shown) integrated with the virtual reality HMD 200 may detect light points, for example, for use in a computer vision algorithm or module. The computing unit 230 in the virtual reality HMD 200 may use the detected light points to infer the position and movement of the virtual reality HMD 200, and to recognize the shapes and positions of real objects around the virtual reality HMD 200.
[0036] The electronic display 245 can be integrated with the front rigid body 205 and can provide image light to the user as directed by the computing unit 230. In various embodiments, the electronic display 245 can be a single electronic display or multiple electronic displays (e.g., one display for each eye of the user). Examples of the electronic display 245 include: a liquid crystal display (LCD); an organic light-emitting diode (OLED) display; an active-matrix organic light-emitting diode display (AMOLED); a display including one or more quantum dot light-emitting diode (QOLED) sub-pixels; a projector unit (e.g., micro-LED, laser (LASER)), etc.); some other display; or some combination thereof. For example, the electronic display 245 can be coupled with an audio component, such as to send and receive output from various other users wearing their own XR head-mounted view devices in the XR environment. The audio component can be configured to host multiple audio channels, audio sources, or audio modes.
[0037] In some embodiments, the virtual reality HMD 200 can be coupled to a core processing component such as a personal computer (PC) (not shown) and / or one or more external sensors (not shown). The external sensors can monitor the virtual reality HMD 200 (e.g., via light emitted from the virtual reality HMD 200), and the PC can use these external sensors in combination with the outputs from the IMU 215 and the position sensor 220 to determine the position and movement of the virtual reality HMD 200.
[0038] Figure 2B2 is a schematic diagram of a mixed reality HMD system 250, which includes a mixed reality HMD 252 and a core processing component 254. The mixed reality HMD 252 and the core processing component 254 can communicate via a wireless connection (e.g., a 60 Gigahertz (GHz) link) as indicated by link 256. In other embodiments, the mixed reality HMD system 250 includes only a head-mounted view device without an external computing device, or includes other wired or wireless connections between the mixed reality HMD 252 and the core processing component 254. The mixed reality HMD 252 includes a transparent display 258 and a frame 260. The frame 260 can house various electronic components (not shown), such as a light projector (e.g., laser, LED, etc.), a camera, an eye tracking sensor, a micro-electromechanical system (MEMS) component, a network component, etc. The frame 260 or another part of the mixed reality HMD 252 can include audio electronic components such as a speaker. The speakers can output audio from various audio sources, such as phone calls, Voice over Internet Protocol (VoIP) sessions, or other audio channels. The electronics can be configured to implement audio switching based on user gaming or XR interactions.
[0039] The projector can be coupled to the transparent display 258, for example, via an optical element to display media to the user. The optical element may include one or more waveguide components, one or more reflectors, one or more lenses, one or more mirrors, one or more collimators, one or more gratings, etc. for guiding light from the projector to the user's eyes. Image data can be transmitted from the core processing component 254 to the mixed reality HMD 252 via the link 256. The controller in the mixed reality HMD 252 can convert the image data into a plurality of light pulses from the projector, which can be transmitted to the user's eyes via the optical element as output light. The output light can be mixed with the light passing through the transparent display 258, thereby allowing the output light to present the following virtual objects: these virtual objects appear to exist in the real world.
[0040] Similar to the virtual reality HMD 200, the mixed reality HMD system 250 may also include motion and position tracking units, cameras, light sources, etc., which allow the mixed reality HMD system 250 to track itself, for example, with 3DoF or 6DoF, track multiple parts of the user (e.g., hands, feet, head, or other body parts), draw virtual objects to appear stationary when the mixed reality HMD 252 moves, and make virtual objects react to gestures and other real-world objects. For example, the mixed reality HMD system 250 can track the motion and position of the user's wrist movement as an input gesture for performing XR navigation. As an example, the mixed reality HMD system 250 may include a coordinate system for tracking the relative positions of various XR objects and elements in a shared artificial reality environment.
[0041] Figure 2C Controllers 270a and 270b are shown, which in some embodiments can be held by a user with one or both hands to interact with the artificial reality environment presented by the virtual reality HMD 200 and / or the mixed reality HMD system 250. The controllers 270a and 270b can either communicate directly with the HMD or can communicate with the HMD via an external device (e.g., the core processing component 254). The controllers can have their own IMU units, position sensors, and / or can emit light points farther away. The virtual reality HMD 200 or mixed reality HMD system 250, external sensors, or sensors in the controllers can track these controller light points to determine the position and / or orientation of the controllers (e.g., tracking the controllers with 3DoF or 6DoF). The computing unit 230 or the core processing component 254 in the virtual reality HMD 200 can use this tracking to monitor the user's hand position and hand movement in combination with the IMU output and the position output. For example, the computing unit 230 may use the monitored hand positions to implement navigation and scrolling via the user's hand positions and hand motions (e.g., implementing a high-five motion in XR).
[0042] Controllers 270a and 270b may also include various buttons (e.g., buttons 272a to 272f) and / or joysticks (e.g., joysticks 274a and 274b) that a user may actuate to provide input and interaction with an object. As described below, controllers 270a and 270b may also have ends 276a and 276b that may be used as ends for writing implemented in an artificial reality environment when in a scribe controller mode. In various embodiments, the virtual reality HMD 200 or mixed reality HMD system 250 may also include additional subsystems, such as a hand tracking unit, an eye tracking unit, an audio system, various network components, etc., to monitor indications of user interactions and intent. For example, in some embodiments, instead of or in addition to a controller, one or more cameras included in the virtual reality HMD 200 or mixed reality HMD system 250 or from a plurality of external cameras may monitor the position and posture of a user's hands to determine gestures and other hand and body movements. For example, such camera-based hand tracking may be referred to as computer vision. The sensing subsystem of the virtual reality HMD 200 or mixed reality HMD system 250 may be used to define motion (eg, user hand motion / wrist motion) along axes (eg, three different axes).
[0043] Figure 3 3 is a block diagram showing an overview of an environment 300 in which some embodiments of the disclosed technology may operate. The environment 300 may include one or more client computing devices, such as an artificial reality device 302, a mobile device 304, a tablet computer 312, a personal computer 314, a laptop computer 316, and / or a desktop computer 318, among others. The artificial reality device 302 may be a virtual reality HMD 200, a mixed reality HMD system 250, a wrist wearable device, or some other XR device compatible with rendering or interacting with an artificial reality or virtual reality environment. The artificial reality device 302 and the mobile device 304 may communicate wirelessly via a network 310. In some embodiments, some of the plurality of client computing devices may be a virtual reality HMD 200 or a mixed reality HMD system 250. The client computing devices may operate in a network environment using a logical connection to one or more remote computers (e.g., a server computing device) through the network 310.
[0044] In some embodiments, environment 300 may include servers such as edge servers that receive client requests and coordinate the implementation of these requests through other servers. The server may include server computing devices 306a and 306b, which may logically form a single server. Alternatively, each server computing device 306a and 306b may each be a distributed computing environment including multiple computing devices located at the same physical location or geographically different physical locations. Client computing devices and server computing devices 306a and 306b may all serve as servers or clients of one or more other server / client devices.
[0045] Server computing devices 306a and 306b may be connected to a database 308 or may include their own memory. Each of server computing devices 306a and 306b may correspond to a group of servers, and each of these servers may share a database or may have its own database. Database 308 may logically form a single unit or may be part of a distributed computing environment including multiple computing devices located within their corresponding servers, at the same physical location, or at geographically different physical locations.
[0046] The network 310 may be a local area network (LAN), a wide area network (WAN), a mesh network, a hybrid network, or other wired or wireless network. The network 310 may be the Internet or some other public or private network. The client computing device may be connected to the network 310 via a network interface, for example, via wired or wireless communication. The connection may be any type of local area network, wide area network, wired or wireless network including the network 310 or a separate public or private network. In some embodiments, the server computing devices 306a and 306b may be used as part of a social network such as implemented via the network 310. The social network may maintain a social graph and perform various actions based on the social graph. The social graph may include a set of nodes (these nodes represent social network system objects, also referred to as social objects) interconnected by multiple edges (representing interactions, activities, or correlations). The social network system object may be a social network system user, a non-human entity, a content item, a group, a social network system page, a location, an application, a theme, a concept representation, or other social network system object (e.g., a movie, a band, a book, etc.).
[0047] Traditional methods of enhancing social presence in virtual environments, such as camera-based eye tracking and facial tracking, may have several limitations. These methods may be expensive to implement, and their system design is also complex. In addition, since these methods may require continuous monitoring and tracking of users' physical characteristics, they may raise potential privacy issues. Users may feel uncomfortable with the idea of being "tracked" continuously, which may potentially lead to other problems in the future. In addition, these methods may increase computational latency, which may negatively affect the user's virtual experience.
[0048] The subject disclosure provides systems and methods for enhancing social presence in virtual reality avatars using personality masks. Users are allowed to personalize their avatars in a virtual environment using personality masks generated from personality tests. For example, the personality mask can guide the design of the avatar's facial expressions, movements, and even clothing, thereby providing a more natural and more adaptive user representation in the virtual space.
[0049] Implementations described herein address the foregoing and other shortcomings by providing features referred to as "personality masks" on digital representations of users in virtual environments. These masks can be generated based on the user's responses to a personality questionnaire and can be assigned to the user's digital representation. The personality masks can then be used to render the emotions of the digital representation based on the user's actions without the need for continuous eye tracking or facial tracking. This approach can not only reduce the hardware cost and computational latency associated with traditional methods, but also address privacy issues by eliminating the need for continuous tracking of the user's physical features. In addition, some implementations are designed to be adaptive, learning from the user's interactions and adjusting the behavior of the digital representation accordingly.
[0050] In some embodiments, the user's personality and expressions can be used to guide the design of the facial expressions of the avatar in the virtual environment. This may mean that the avatar can mimic the user's real-life expressions, thereby creating a more personalized virtual experience. For example, if the user is generally cheerful, their avatar can often be seen smiling in the virtual environment. This can be achieved by using a personality mask, which can be generated based on a personality test taken by the user. The personality test can include a series of questions designed to understand the user's personality traits and emotional tendencies. For example, it may ask the user how they react to certain situations, which may help predict their possible facial expressions. As a non-limiting example, various embodiments can make use of available personality tests (e.g., Myers-Briggs Type Indicator (MBTI) test, etc.).
[0051] Personality tests can predict real-world behavioral patterns and incorporate those into a personality mask, which can then be portrayed in a virtual space. This could mean that an avatar could behave in a way that is consistent with the user’s real-world behavior. For example, if a personality test indicates that a user is introverted, their avatar might be less likely to initiate interactions in a virtual environment. This approach could provide a more realistic and social aspect to virtual reality, as it does not rely on cameras or eye tracking to display visual expressions. It could mean that a user’s privacy could be better protected, as their physical activity would not be constantly monitored. For example, a user might feel more comfortable knowing that their eye movements are not being tracked and analyzed.
[0052] These embodiments may be used in conjunction with eye tracking sensors, facial tracking sensors, or other sensors available on a virtual reality device or application or augmented reality device or application. This may mean that the avatar's expressions may be more accurate and realistic. For example, if the user is surprised, the avatar's eyes may widen like the user's eyes. However, in some cases, when these features are unavailable or the user chooses not to use them, a personality test alone may be used to generate the avatar's mask. This may mean that the avatar's expressions may still be personalized even without the use of additional sensors. For example, when the user is happy, the avatar may still be smiling based solely on the results of the personality test.
[0053] Masks can be based on the user's personality or another personality. This may mean that a user can choose to have their avatar behave in a different way than they would behave themselves. For example, a shy user may choose a mask that makes their avatar more outgoing. This can provide the user with a more personal and immersive experience in the virtual space. This may mean that the user may be more interested and engaged in the virtual environment. For example, they may enjoy seeing their avatar interact with others in ways that they themselves might not.
[0054] A set of facial expressions may be assigned to an avatar based on a personality mask. This may mean that an avatar may have a range of expressions consistent with a chosen personality. For example, an avatar wearing a cheerful personality mask may often be seen smiling or laughing. This may provide very natural and varied facial expressions in a virtual space, thereby enhancing the realism of the avatar. This may mean that an avatar may appear more lifelike and relatable. For example, other users in a virtual environment may feel more connected to an avatar that displays genuine emotions.
[0055] A set of body expressions may be assigned to an avatar based on a personality mask. This may mean that an avatar may have a range of body expressions consistent with a selected personality. Some non-limiting examples of body expressions that may be assigned to an avatar include gait, posture, body language, and gestures, among others. In one embodiment, a set of body expressions may be assigned a title or label for the user to select, such as "Martial Artist" or "Shy Nerd Type."
[0056] In some embodiments, a personality mask may also be associated with appearance or aesthetics. This may mean that the appearance of the avatar may be influenced by the personality selected. For example, an avatar with a bold personality mask may have a vibrant and courageous appearance. For example, a lively person may be represented by an avatar that wears colorful clothes, smiles often, and looks happy. This may mean that the appearance of the avatar may reflect their personality, making them more visually attractive. For example, an avatar with a creativity personality mask may have a unique and artistic appearance.
[0057] Similar to merchandise, clothing, apparel, etc., personality masks may also be purchased through the VR application. This may mean that a user may have the option to select masks that represent different personalities. For example, a user may choose to purchase a confident personality mask to use in a job interview simulation. This may provide more options for users to personalize their avatars. This may mean that a user may have more control over the behavior and appearance of their avatars. For example, a user may choose a mask that makes their avatar more assertive in a competitive game.
[0058] In some implementations, multiple sets of appearances or facial expressions, or even changes to the avatar's clothing, can be automatically generated based on the social settings in the virtual space. This can mean that the avatar's appearance can adapt to different situations. For example, the avatar can dress more formally for a business meeting and more casually for a virtual party. This can provide a more dynamic and responsive virtual experience for the user. This can mean that the user can feel more immersed in the virtual environment because the user's avatar responds to changes in the same way as they always behave.
[0059] In some embodiments, the user can manually adjust the personality mask. This may mean that the user may have the option to adjust the mask to better match their preferences. For example, they may choose to make their avatar more expressive or more reserved. However, the system may also be adaptive and automatically adjust the avatar based on: the user; the environment in the virtual space where the user is; what the user says in the virtual space; where the user is going; and what the user is doing. This may mean that the avatar may change in response to the user's actions. For example, if the user is talking about a sad topic, the avatar may appear sympathetic.
[0060] To protect the user's privacy, personal information can be protected and encrypted. This could mean that the user's data can be stored in a secure manner, reducing the risk of unauthorized access. For example, the results of a personality test could be encrypted before being stored. This could eliminate some computational latency, as tracking measurements based on all sensors could add extra time to the loop. This could mean that the system could run more efficiently because it wouldn't have to process large amounts of sensor data. For example, the system could respond more quickly to the user's actions without having to analyze eye tracking data. By eliminating this, the system could provide a more efficient and safer virtual experience for the user. This could mean that the user could enjoy a smoother and more responsive virtual experience, while also having confidence that their personal information is protected.
[0061] Figure 4 An example flow chart (e.g., process 400) for rendering a personality mask from machine learning model training according to one or more embodiments is shown. In step 402, a training group can be identified. The training group can include multiple individuals. In step 404, sensors can be used to track facial expressions and / or eye movements of multiple individuals in the training group. In step 406, data from the sensors can be obtained through a workstation and / or cloud resource. In step 408, personality masks can be assigned to multiple individuals in the training group based on a personality test with a questionnaire. In step 410, different personality masks can be mapped to different emotional cues based on facial expression and / or gaze analysis and the results of the personality test. In step 412, the user can provide prompts and / or voice input associated with the game and / or social setting of VR, or the user can purchase or select a personality mask in VR (see step 414). In step 416, a VR avatar associated with the user can be rendered using facial expressions and eye movements based on the personality mask.
[0062] Figure 5 An example flow chart (e.g., process 500) for rendering a personality mask from GenAI according to one or more embodiments is shown. In step 502, a personality mask can be provided by a generative artificial intelligence (GenAI). In step 504, a facial expression and / or eye movement rendering database can be mapped to different personality masks under different emotional cues. In step 506, a user can provide a prompt, and / or voice input associated with a game and / or social setting of VR, or a user can purchase or select a personality mask in VR (see step 508). In step 510, a VR avatar associated with the user can be rendered using facial expressions and eye movements based on the personality mask.
[0063] Figure 6An example flow chart (e.g., process 600) is shown for avatar rendering in VR through a user-defined "personality mask" from a real personality test in accordance with one or more embodiments. In step 602, a personality mask can be provided by generative artificial intelligence (GenAI). In step 604, a facial expression and / or eye movement rendering database can be mapped to different personality masks under different emotional cues. In step 606, a user can provide a prompt, and / or voice input associated with a game and / or social setting of VR, or the user performs one or more personality test questionnaires and / or other personality tests (see step 608). In step 610, a personality mask can be assigned in VR. In step 612, a VR avatar associated with the user can be rendered using facial expressions and eye movements based on the personality mask.
[0064] Figure 7 An example flow chart (e.g., process 700) for rendering an avatar in VR using a "personality mask" collected from a user through eye tracking / face tracking measurements according to one or more embodiments is shown. In step 702, a training group can be identified. The training group can include multiple individuals. In step 704, sensors can be used to track facial expressions and / or eye movements of multiple individuals in the training group. In step 706, data from the sensors can be obtained through a workstation and / or cloud resource. In step 708, personality masks can be assigned to multiple individuals in the training group based on a personality test with a questionnaire. In step 710, different personality masks can be mapped to different emotional cues based on facial expression and / or gaze analysis and the results of the personality test. In step 712, the user can provide facial expressions and / or eye movements. In step 714, the sensor can measure the user's facial expressions and / or eye movements. In step 716, the information collected by the sensor can be provided to the VR system. In step 718, a VR avatar associated with the user can be rendered using facial expressions and eye movements based on the personality mask.
[0065] The disclosed one or more systems solve problems in traditional avatar presentation technology associated with computer technology, namely one or more technical problems of expressing an individual's personality through an individual's avatar (e.g., high cost and complexity of implementation, high computational bandwidth and power consumption, and privacy issues associated with camera-based eye tracking and facial tracking technology). The disclosed system solves this technical problem by providing a solution that is also rooted in computer technology, namely, by providing the use of personality masks for enhancing social presence in virtual reality avatars. The disclosed subject technology also provides improvements to the functionality of computers themselves because it improves processing and efficiency in artificial reality applications.
[0066] Figure 8A system 800 configured to provide a personality mask for a VR avatar according to certain aspects of the present disclosure is shown. In some embodiments, the system 800 may include one or more computing platforms 802. The one or more computing platforms 802 may be configured to communicate with one or more remote platforms 804 according to a client architecture / server architecture, a peer architecture, and / or other architectures. The one or more remote platforms 804 may be configured to communicate with other remote platforms via one or more computing platforms 802 and / or according to a client architecture / server architecture, a peer architecture, and / or other architectures. A user may access the system 800 via one or more remote platforms 804.
[0067] One or more computing platforms 802 may be configured by machine-readable instructions 806. Machine-readable instructions 806 may include one or more instruction modules. Instruction modules may include computer program modules. Instruction modules may include one or more of the following: a reply receiving module 808; a personality mask generating module 810; a personality mask assigning module 812; a prompt identifying module 814; an avatar reproducing module 816; an appearance clothing adjusting module 818; an option providing module 820; an appearance changing module 822; an adjustment making module 824; and / or other instruction modules.
[0068] The response receiving module 808 may be configured to receive a response from a user to a personality questionnaire comprising one or more questions. The personality questionnaire may include behavioral questions.
[0069] The personality mask generation module 810 can be configured to generate a personality mask based on the reply. As a non-limiting example, the personality mask can be used to automatically change the appearance, clothing, and facial expressions of the avatar based on the social settings in the virtual environment. The personality mask can be used to adjust the position of the avatar in the virtual space. The personality mask can be used to change the user's verbal response in real time. The personality mask can be used to adjust the avatar's voice, volume, and pitch.
[0070] The personality mask can be used to adjust the avatar's facial expressions. The personality mask can be used to adjust the avatar's clothing and appearance. The personality mask can be used to simulate the user's movement in the virtual environment. The personality mask can be adjusted based on the user's recent activities and experiences.
[0071] The personality mask assignment module 812 may be configured to assign the generated personality mask to the user's avatar. As a non-limiting example, the personality mask may be used to automatically adjust the avatar based on the user's actions, position, and interactions within the virtual environment.
[0072] The cue recognition module 814 may be configured to recognize emotional cues based on the user's actions.
[0073] The avatar rendering module 816 may be configured to render the avatar with emotions based on the assigned personality mask and the identified emotional cues.
[0074] The avatar rendering module 816 may be configured to render the avatar with emotions, wherein rendering the avatar with emotions includes rendering eye movements of the avatar according to the emotions.
[0075] The appearance and clothing adjustment module 818 may be configured to adjust the appearance and clothing of the avatar based on the assigned personality mask.
[0076] The option providing module 820 may be configured to provide the user with an option to purchase additional personality masks.
[0077] Appearance change module 822 may be configured to automatically change the appearance, clothing, and facial expressions of the avatar based on the social setting in the virtual environment.
[0078] The adjustment making module 824 may be configured to make automatic adjustments to the avatar based on the user's movements, position, and interactions within the virtual environment.
[0079] In some embodiments, one or more computing platforms 802, one or more remote platforms 804, and / or multiple external resources 826 may be operably linked via one or more electronic communication links. For example, such electronic communication links may be established at least in part via a network (e.g., the Internet and / or other networks). It will be appreciated that this is not intended to be limiting, and the scope of the present disclosure includes embodiments in which one or more computing platforms 802, one or more remote platforms 804, and / or multiple external resources 826 may be operably linked via some other communication medium.
[0080] A given remote platform 804 may include one or more processors configured to execute computer program modules. The computer program modules may be configured to enable an expert or user associated with the given remote platform 804 to interact with the system 800 and / or external resources 826, and / or to provide other functionality attributed herein to one or more remote platforms 804. As non-limiting examples, a given remote platform 804 and / or a given computing platform 802 may include one or more of the following: a server, a desktop computer, a laptop computer, a handheld computer, a tablet computing platform, a netbook, a smart phone, a game console, and / or other computing platforms.
[0081] External resources 826 may include information sources external to system 800, external entities participating in system 800, and / or other resources. In some implementations, some or all of the functionality attributed herein to external resources 826 may be provided by resources included in system 800.
[0082] The one or more computing platforms 802 may include electronic storage 828, one or more processors 630, and / or other components. The one or more computing platforms 802 may include communication links or ports for enabling information exchange with a network and / or other computing platforms. Figure 8 The illustration of one or more computing platforms 802 in is not intended to be limiting. The one or more computing platforms 802 may include a plurality of hardware components, software components, and / or firmware components that operate together to provide the functionality attributed herein to the one or more computing platforms 802. For example, the one or more computing platforms 802 may be implemented by a cloud that is a computing platform with the one or more computing platforms 802 operating together.
[0083] The electronic storage device 828 may include a non-transitory storage medium that stores information electronically. The electronic storage medium of the electronic storage device 828 may include one or both of the following: a system storage device that is provided integrally with one or more computing platforms 802 (i.e., substantially non-removable); and / or a removable storage device that is removably connected to one or more computing platforms 802, for example, via a port (e.g., a USB port, a FireWire port, etc.) or a drive (e.g., a disk drive, etc.). The electronic storage device 828 may include one or more of the following: an optically readable storage medium (e.g., an optical disk, etc.); a magnetically readable storage medium (e.g., a magnetic tape, a magnetic hard drive, a floppy disk drive, etc.); a charge-based storage medium (e.g., an electrically erasable programmable read-only memory (EEPROM), RAM, etc.); a solid-state storage medium (e.g., a flash drive, etc.); and / or other electronically readable storage medium. The electronic storage device 828 may include one or more virtual storage resources (e.g., a cloud storage device, a virtual private network, and / or other virtual storage resources). Electronic storage 828 may store software algorithms, information determined by processor(s) 630, information received from computing platform(s) 802, information received from remote platform(s) 804, and / or other information that enables computing platform(s) 802 to function as described herein.
[0084] The one or more processors 630 may be configured to provide information processing functionality in the one or more computing platforms 802. Thus, the one or more processors 630 may include one or more of the following: a digital processor; an analog processor; a digital circuit designed to process information; an analog circuit designed to process information; a state machine; and / or other mechanisms for electronically processing information. Although the one or more processors 630 may be configured to provide information processing functionality in the one or more computing platforms 802, the one or more processors 630 may include one or more of the following: a digital processor; an analog processor; a digital circuit designed to process information; an analog circuit designed to process information; a state machine; and / or other mechanisms for electronically processing information. Figure 8808, 810, 812, 814, 816, 818, 820, 822, and / or 824, and / or other modules. One or more processors 630 may be configured to execute modules 808, 810, 812, 814, 816, 818, 820, 822, and / or 824, and / or other modules by the following components: software; hardware; firmware; some combination of software, hardware and / or firmware; and / or other mechanisms for configuring processing capabilities on one or more processors 630. As used herein, the term "module" may refer to any one component or a group of components that perform the functions attributed to the module. This may include one or more physical processors, processor readable instructions, circuitry, hardware, storage media, or any other component during execution of processor readable instructions.
[0085] It should be appreciated that although modules 808, 810, 812, 814, 816, 818, 820, 822, and / or 824 are Figure 8 808, 810, 812, 814, 816, 818, 820, 822, and / or 824 may be implemented remotely from other modules. The description of the functionality provided by the different modules 808, 810, 812, 814, 816, 818, 820, 822, and / or 824 described below is for purposes of illustration and is not intended to be limiting, as any one of the modules 808, 810, 812, 814, 816, 818, 820, 822, and / or 824 may provide more functionality or less functionality than described. For example, one or more of the modules 808, 810, 812, 814, 816, 818, 820, 822, and / or 824 may be eliminated, and some or all of their functionality may be provided by other modules in the modules 808, 810, 812, 814, 816, 818, 820, 822, and / or 824. As another example, the one or more processors 630 may be configured to execute one or more additional modules that may perform some or all of the functionality attributed below to one of the modules 808, 810, 812, 814, 816, 818, 820, 822, and / or 824.
[0086] The techniques described herein may be implemented as one or more methods performed by one or more physical computing devices; may be implemented as one or more non-transitory computer-readable storage media storing instructions that, when executed by one or more computing devices, cause the one or more methods to be performed; or may be implemented as one or more physical computing devices that are specifically configured with a combination of hardware and software that causes the one or more methods to be performed.
[0087] Fig. 9 An example flow chart (e.g., process 900) for providing a personality mask for a VR avatar according to certain aspects of the present disclosure is shown. For purposes of explanation, this document refers to Figures 1 to 8 900. Further for the purpose of explanation, the steps of the example process 900 are described herein as being performed sequentially or linearly. However, multiple instances of the example process 900 can be performed in parallel. For the purpose of explaining the subject technology, reference will be made to Figures 1 to 8 Let's discuss process 900.
[0088] At step 902, process 900 may include receiving a response from a user to a personality questionnaire including one or more questions. At step 904, process 900 may include generating a personality mask based on the response. At step 906, process 900 may include assigning the generated personality mask to an avatar of the user. At step 908, process 900 may include identifying an emotional cue based on the user's actions. At step 910, process 900 may include rendering the avatar with emotions based on the assigned personality mask and the identified emotional cue.
[0089] For example, as mentioned above Figure 8 As described, at step 902, process 900 may include: receiving a response from a user to a personality questionnaire including one or more questions through a response receiving module 808. At step 904, process 900 may include: generating a personality mask based on the response through a personality mask generating module 810. At step 906, process 900 may include: assigning the generated personality mask to the user's avatar through a personality mask assigning module 812. At step 908, process 900 may include: identifying emotional cues based on the user's actions through a cue identifying module 814. At step 910, process 900 may include: rendering the avatar with emotions based on the assigned personality mask and the identified emotional cues through an avatar rendering module 816.
[0090] According to one aspect, the personality questionnaire includes behavioral questions.
[0091] According to one aspect, process 900 may include rendering the avatar with emotion includes rendering eye movements of the avatar based on the emotion.
[0092] According to one aspect, process 900 can include adjusting the appearance and clothing of the avatar based on the assigned personality mask.
[0093] According to one aspect, process 900 can include providing the user with an option to purchase additional personality masks.
[0094] According to one aspect, process 900 may include automatically changing the appearance, clothing, and facial expressions of an avatar based on a social setting in a virtual environment.
[0095] According to one aspect, process 900 may include automatically adjusting an avatar based on a user's movements, position, and interactions within a virtual environment.
[0096] According to one aspect, a personality mask is used to automatically adjust an avatar based on the user's movements, position, and interactions within the virtual environment.
[0097] According to one aspect, a personality mask is used to automatically change the appearance, clothing, and facial expressions of an avatar based on a social setting in a virtual environment.
[0098] According to one aspect, the personality mask is used to adjust the position of the avatar in the virtual space.
[0099] According to one aspect, a personality mask is used to change the user's verbal responses in real time.
[0100] According to one aspect, the personality mask is used to adjust the avatar's voice, volume, and pitch.
[0101] According to one aspect, a personality mask is used to adjust the facial expressions of the avatar.
[0102] According to one aspect, a personality mask is used to adjust the clothing and appearance of an avatar.
[0103] According to one aspect, a personality mask is used to simulate the user's movement in a virtual environment.
[0104] According to one aspect, the personality mask is adjusted based on the user's recent activities and experiences.
[0105] Fig.10 1 is a block diagram illustrating an exemplary computer system 1000 with which aspects of the subject technology may be implemented. In some aspects, computer system 1000 may be implemented using hardware or a combination of software and hardware, either located in a dedicated server, integrated into another entity, or distributed across multiple entities.
[0106] The computer system 1000 (e.g., a server and / or client) includes a bus 1008 or other communication mechanism for transmitting information, and a processor 1002 coupled to the bus 1008 for processing information. As an example, the computer system 1000 can be implemented with one or more processors 1002. The processor 1002 can be a general-purpose microprocessor, a microcontroller, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field programmable gate array (FPGA), a programmable logic device (PLD), a controller, a state machine, gated logic, a plurality of discrete hardware components, or any other suitable entity that can perform calculations or other manipulations of information.
[0107] In addition to hardware, the computer system 1000 may also include code that creates an execution environment for the computer program in question, such as code that constitutes the following items stored in the included memory 1004: processor firmware; protocol stack; database management system; operating system; or a combination of one or more of them, such as random access memory (RAM), flash memory, read-only memory (ROM), programmable read-only memory (Programmable Read-Only Memory, PROM), erasable PROM (Erasable PROM, EPROM), registers, hard disk, removable disk, CD-ROM, DVD or any other suitable storage device, which is coupled to the bus 1008 for storing information and instructions to be executed by the processor 1002. The processor 1002 and the memory 1004 may be supplemented by or incorporated in special purpose logic circuitry.
[0108] The instructions may be stored in the memory 1004 and may be implemented in one or more computer program products, i.e., one or more modules of a plurality of computer program instructions, which are encoded on a computer-readable medium for execution by the computer system 1000 or for controlling the operation of the computer system 1000, and according to any method known to those skilled in the art, the computer program instructions include but are not limited to computer languages such as data-oriented languages (e.g., structured query language (SQL), dBase), system languages (e.g., C, object-oriented programming language (Objective-C) extending C, C++, assembly), structural languages (e.g., Java, .NET), and application languages (e.g., PHP, Ruby, Perl, Python). The instructions may also be implemented in computer languages, such as array languages, aspect-oriented languages, assembly languages, authoring languages, command line interface languages, compiled languages, concurrent languages, curly-bracket languages, data flow languages, data structured languages, declarative languages, esoteric languages, extension languages, fourth generation languages, functional languages, interactive mode languages, interpreted languages, iterative languages, list-based languages, little languages, logic-based languages, machine languages, macro languages, metaprogramming languages, multiparadigm languages, numerical analysis, non-English-based languages, class-based object-oriented languages, prototype-based object-oriented languages, off-siderule languages, procedural languages, reflective languages, rule-based languages, scripting languages, stack-based languages, synchronous languages, syntax handling languages, visual languages, wirth languages, and xml-based languages. The memory 1004 may also be used for storing temporary variables or other intermediate information during execution of instructions to be executed by the processor 1002 .
[0109] Computer programs as discussed herein do not necessarily correspond to files in a file system. A program may be stored in a portion of a file storing other programs or data (e.g., one or more scripts stored in a markup language document), a single file dedicated to the program in question, or multiple collaborative files (e.g., a file storing one or more modules, one or more subroutines, or partial codes). A computer program may be deployed to execute on one or more computers, which are located at a site or distributed on multiple sites and interconnected by a communication network. The processes and logic flows described in this specification may be performed by one or more programmable processors, which execute one or more computer programs to perform functions by operating on input data and generating outputs.
[0110] The computer system 1000 also includes a data storage device 1006, such as a magnetic disk or optical disk, which is coupled to the bus 1008 for storing information and instructions. The computer system 1000 can be coupled to various devices via an input / output module 1010. The input / output module 1010 can be any input / output module. An exemplary input / output module 1010 includes a data port such as a USB port. The input / output module 1010 is configured to be connected to a communication module 1012. An exemplary communication module 1012 includes a network interface card, such as an Ethernet card and a modem. In some aspects, the input / output module 1010 is configured to be connected to a plurality of devices, such as an input device 1014 and / or an output device 1016. An exemplary input device 1014 includes a keyboard and a pointing device (e.g., a mouse or a tracking ball), and a user can provide input to the computer system 1000 through the keyboard and the pointing device. Other types of input devices 1014 may also be used to provide interaction with the user, such as tactile input devices, visual input devices, audio input devices, or brain-computer interface devices. For example, the feedback provided to the user may be any form of sensory feedback, such as visual feedback, auditory feedback, or tactile feedback; and the input from the user may be received in any form including sound input, voice input, tactile input, or brain wave input. Exemplary output devices 1016 include display devices for displaying information to the user, such as a liquid crystal display (LCD) monitor.
[0111] According to one aspect of the present disclosure, the above-mentioned gaming system can be implemented using computer system 1000 in response to processor 1002 executing one or more sequences of one or more instructions contained in memory 1004. These instructions can be read into memory 1004 from another machine-readable medium (e.g., data storage device 1006). The execution of the sequence of instructions contained in main memory 1004 causes processor 1002 to perform the process steps described herein. One or more processors in a multi-processing configuration can also be used to execute the sequence of instructions contained in memory 1004. In alternative aspects, hard-wired circuits can be used to replace software instructions, or hard-wired circuits can be used in combination with software instructions to implement various aspects of the present disclosure. Therefore, aspects of the present disclosure are not limited to any specific combination of hardware circuits and software.
[0112] Various aspects of the subject matter described in this specification may be implemented in a computing system that includes a back-end component (e.g., a data server), or includes a middleware component (e.g., an application server), or includes a front-end component (e.g., a client computer with a graphical user interface or a web browser through which a user can interact with an implementation of the subject matter described in this specification); or various aspects of the subject matter described in this specification may be implemented in any combination of one or more such back-end components, one or more such middleware components, or one or more such front-end components. The components of the system may be interconnected by any form or medium of digital data communication (e.g., a communication network). The communication network may, for example, include any one or more of a LAN, a WAN, and the Internet, among others. In addition, for example, the communication network may include, but is not limited to, any one or more of the following network topologies, including a bus network, a star network, a ring network, a mesh network, a star bus network, or a tree or hierarchical network, among others. The communication module may, for example, be a modem or an Ethernet card.
[0113] Computer system 1000 can include client and server.Client and server are usually far away from each other, and usually interact through communication network.The relationship between client and server is generated by means of computer program running on respective computers and having client-server relationship between each other.Computer system 1000 can be, for example, but not limited to desktop computer, laptop computer or tablet computer.Computer system 1000 can also be embedded in another device, and this another device is, for example, but not limited to mobile phone, personal digital assistant (PDA), mobile audio player, global positioning system (Global Positioning System, GPS) receiver, video game console and / or TV set-top box.
[0114] As used herein, the term "machine-readable storage medium" or "computer-readable medium" refers to any one or more media that participate in providing instructions to processor 1002 for execution. Such media can take many forms, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks, such as data storage device 1006. Volatile media include dynamic memory, such as memory 1004. Transmission media include coaxial cables, copper wires, and optical fibers, including the wires that comprise bus 1008. Common forms of machine-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROMs, DVDs, any other optical media, punch cards, paper tapes, any other physical media with a pattern of holes, RAM, PROMs, EPROMs, flash programmable read-only memories (FLASH EPROMs), any other memory chips or cassettes, or any other media that a computer can read. The machine-readable storage medium can be a machine-readable storage device, a machine-readable storage substrate, a memory device, a composition of matter effecting a machine-readable propagated signal, or a combination of one or more of them.
[0115] When the user's computer system 1000 reads the game data and provides the game, information can be read from the game data and stored in a storage device (e.g., memory 1004). In addition, data from memory 1004, a server accessed via a network, bus 1008, or data storage device 1006 can be read and loaded into memory 1004. Although data is described as being found in memory 1004, it will be understood that the data need not be stored in memory 1004 and can be stored in other memory (e.g., data storage device 1006) accessible to processor 1002 or distributed across several media.
[0116] As used herein, the phrase "at least one of..." following a list of items, together with the terms "and" or "or" used to separate any of the items, modifies the list as a whole, rather than modifying each member of the list (i.e., each item). The phrase "at least one of..." does not require selection of at least one item; rather, the phrase is meant to include at least one of any of the items, and / or at least one of any combination of the items, and / or at least one of each of the items. As an example, the phrase "at least one of A, B, and C" or "at least one of A, B, or C" both refer to: only A, only B, or only C; any combination of A, B, and C; and / or, at least one of each of A, B, and C.
[0117] To the extent the terms "including," "having," and the like are used in this specification or the claims, such terms are intended to be open ended in a manner similar to the term "comprising" when used as a transitional word in the claims being interpreted as "comprising." The word "exemplary" is used herein to mean "serving as an example, instance, or illustration." Any embodiment described herein as "exemplary" is not necessarily to be construed as preferred or advantageous over other embodiments.
[0118] Unless otherwise specified, reference to an element in the singular is not intended to mean "one and only one," but rather "one or more." All structural and functional equivalents to the elements of the various configurations described throughout this disclosure that are known or later become known to those of ordinary skill in the art are expressly incorporated herein by reference and are intended to be encompassed by the subject technology. In addition, nothing disclosed herein is intended to be dedicated to the public, regardless of whether such disclosure is explicitly recorded in the above description.
[0119] Although this specification contains many details, these details should not be interpreted as limitations on the scope of the content that may be claimed, but should be interpreted as descriptions of specific embodiments of the subject matter. Certain features described in the context of different embodiments in this specification may also be implemented in combination in a single embodiment. On the contrary, the various features described in the context of a single embodiment may also be implemented separately or in any suitable sub-combination in multiple embodiments. In addition, although features may be described above as working in certain combinations and even initially claimed as such, in some cases, one or more features from the claimed combination may be removed from the combination, and the claimed combination may be directed to a sub-combination or a variation of the sub-combination.
[0120] The subject matter of this specification has been described in particular aspects, but other aspects can be implemented and are within the scope of the appended claims. For example, although the operations are depicted in a particular order in the drawings, this should not be understood as requiring the operations to be performed in the particular order shown or in a continuous order, or requiring the execution of all the operations shown to achieve the desired results. The actions described in the claims can be performed in different orders and still achieve the desired results. As an example, the process depicted in the drawings does not necessarily require the particular order shown or the continuous order to achieve the desired results. In some cases, multi-tasking parallel processing may be advantageous. In addition, the separation of the various system components in the above-mentioned multiple aspects should not be understood as requiring such separation in all aspects, but it should be understood that the described program components and systems can generally be integrated together in one software product or packaged in multiple software products. Other variations are within the scope of the appended claims.
Claims
1. A computer-implemented method comprising: receiving a response from a user to a personality questionnaire comprising one or more questions; generating a personality mask based on the responses; assigning the generated personality mask to the user's avatar; Recognizing emotional cues based on the user's actions; as well as The avatar is rendered with emotion based on the assigned personality mask and the identified emotional cues.
2. The method according to claim 1, wherein: The personality questionnaire included behavioral questions.
3. The method according to claim 1, wherein: Rendering the avatar using emotion includes rendering eye movements of the avatar based on the emotion.
4. The method according to claim 1, further comprising: The appearance of the avatar is adjusted based on the assigned personality mask, wherein adjusting the appearance includes adjusting clothing of the avatar.
5. The method according to claim 1, further comprising: The user is provided with an option to purchase additional personality masks.
6. The method according to claim 1, further comprising: At least one of the avatar's appearance, clothing, and facial expression is automatically changed based on a social setting in the virtual environment.
7. The method according to claim 1, further comprising: The avatar is automatically adjusted based on the user's actions, position, or interactions in the virtual environment.
8. The method according to claim 1, wherein: The personality mask is used to automatically adjust the avatar based on the user's actions, position, or interactions in the virtual environment.
9. The method according to claim 1, wherein: The personality mask is used to automatically change the appearance, clothing, or facial expression of the avatar based on the social setting in the virtual environment.
10. The method according to claim 1, wherein: The personality mask is used to adjust the position of the avatar in the virtual space.
11. A system comprising: One or more hardware processors configured by machine-readable instructions to: receiving a response from a user to a personality questionnaire comprising one or more questions; generating a personality mask based on the responses; assigning the generated personality mask to the user's avatar; Recognizing emotional cues based on the user's actions; as well as The avatar is rendered with emotion based on the assigned personality mask and the identified emotional cues.
12. The system according to claim 11, wherein: The personality questionnaire included behavioral questions.
13. The system according to claim 11, wherein: Rendering the avatar using emotion includes rendering eye movements of the avatar based on the emotion.
14. The system according to claim 11, wherein: The one or more hardware processors are further configured by the machine-readable instructions to adjust the appearance of the avatar based on the assigned personality mask, wherein adjusting the appearance includes adjusting a garment of the avatar.
15. The system according to claim 11, wherein: The one or more hardware processors are further configured by the machine-readable instructions to provide the user with an option to purchase additional personality masks.
16. The system according to claim 11, wherein: The one or more hardware processors are further configured by the machine-readable instructions to automatically change at least one of the appearance, clothing, and facial expression of the avatar based on a social setting in the virtual environment.
17. The system of claim 11, wherein: The one or more hardware processors are further configured by the machine-readable instructions to automatically adjust the avatar based on the user's actions, position, or interactions in the virtual environment.
18. The system of claim 11, wherein: The personality mask is used to automatically adjust the avatar based on the user's actions, position, or interactions in the virtual environment.
19. The system of claim 11, wherein: The personality mask is used to automatically change the appearance, clothing, or facial expression of the avatar based on the social setting in the virtual environment.
20. A non-transitory computer-readable storage medium having instructions embodied thereon, the instructions being executed by one or more processors to perform a computer-implemented method, the method comprising: receiving a response from a user to a personality questionnaire comprising one or more questions; generating a personality mask based on the responses; assigning the generated personality mask to the user's avatar; Recognizing emotional cues based on the user's actions; as well as The avatar is rendered with emotion based on the assigned personality mask and the identified emotional cues.