Virtual Human Project: The Unity toolkit for avatar animation

VIRTUAL HUMAN PROJECT
News
Innovation

How can you imagine a good virtual reality immersion without a sense of social presence with the virtual characters populating the environments? For Geoffrey Gorisse, a lecturer and researcher atthe Arts et Métiers institute Arts et Métiers Laval, the visual and behavioral consistency of avatars is crucial to promoting social interaction effects in a virtual reality application.

Perfecting the human aspect of avatars

Geoffrey placed visual fidelity of avatars at the heart of his research during his thesis and postdoctoral studies at the University of Barcelona's Event Lab in 2019. A year later, in this quest for realism, the project is coming to fruition. He is taking advantage of the time "assigned" to working from home (like everyone else during lockdown) to develop the Virtual Human Project (VHP) in Unity (one of the most widely used real-time 3D engines for developing video games and virtual reality applications) : a toolkit designed to provide virtual reality application developers with a set of optimized functions for procedurally animating avatars. The goal is to perfect the human aspect of avatars by focusing on three main features: gaze management (multiple strategies from static to probabilistic), lip synchronization (based on pre-recorded audio tracks or real-time audio from a microphone), and emotional expression (anger, disgust, fear, happiness, sadness, and surprise).

Remote video URL


One tool, two skills
 

Making characters even more realistic truly enhances the VR experience, and developers are well aware of this for the success of their projects. The need is urgent, but the resources required to develop such tools are not always available within a single team. Computer science labs have the technical skills to develop these kinds of tools but do not necessarily possess the social science expertise found in psychology labs, for example. For the development of VHP, this dual approach was essential. Geoffrey, through his background (Master of Science Virtual Engineering followed by a PhD at LAMPA on the fidelity of avatars regarding feelings of embodiment in immersive virtual environments), drew on his dual technical skills (programming and 3D modeling) as well as his expertise in virtual humans to build this scalable, easy-to-integrate, and optimized tool.



Serving the scientific community

At this stage, the project primarily serves the scientific community and is part of a knowledge-sharing initiative. This open-source project (public and accessible to all) is available on GitHub, a platform for hosting source code for IT projects. Released on YouTube a few months ago, the project has already brought people together, initiating collaboration with researchers from the Memory and Cognition Laboratory (LMC2) at Paris Descartes University and being presented at a meeting of the CNRS virtual reality working group.

Latest news

Words fromArts et Métiers is back with a new episode: Metallurgical Innovation at the Arts et Métiers Campus Arts et Métiers Cluny

News, Innovation

“When I grow up, I’m going to be an engineer…”!

News, Testimonials, Student Life

Schneider Electric Mâcon signed a new partnership agreement with the Arts et Métiers campus Arts et Métiers Cluny on Friday, March 20, 2026, at its Mâcon site, near Cluny.

News, Company

Baptiste Sandoz and Agathe Navailles are among the 50 scientists selected at random who participated in the Scientific Convention on Knowledge.

Focus, Innovation