Projet CLIPE (Horizon 2020, appel à projets 2019)
Action : Doctoral Networks
Panel : Information Science and Engineering
Statut du projet : SIGNED

The primary objective of CLIPE is to train a generation of innovators and researchers in the field of virtual characters simulation and animation and help bringing Europe at the forefront of the field. Advances in technology are pushing towards making VR/AR worlds a daily experience. Whilst virtual characters are an important component of these worlds, bringing them to life and giving them interaction and communication abilities requires highly specialized programming combined with artistic skills, and considerable investments: millions spent on armies of coders and designers to develop video-games is a typical example. The research objective of CLIPE is to design the next-generation of VR-ready characters. CLIPE is addressing the most important current aspect of the problem: making the characters capable of: behaving more naturally; interacting with real users sharing a virtual experience with them; being more intuitively and extensively controllable for virtual worlds designers. To meet our objectives, the CLIPE consortium gathers the main European actors in the field of VR/AR, computer graphics, computer animation, psychology and perception. The project will expose young researchers to the state-of-the-art research work in the areas, allowing them to develop character simulation techniques beyond the current frontiers, such as: machine learning to provide characters with new abilities based on examples, procedural animation techniques to design large-scale virtual population of characters, perceptual studies to evaluate character simulation quality and communication abilities. CLIPE also extends its partnership to key industrial actors of populated virtual worlds, giving students the ability to explore new application fields and start collaborations beyond academia. Finally, a thorough training program will equip the young researchers with many of the skills required to succeed in the very competitive industry/start-up world, if they decide to venture there.

Mots clés : virtual humans, computer graphics, animation, virtual reality, augmented reality, computer, games, interactive systems

Participants :
- Trinity College Dublin (Irlande) — Partner, beneficiary, Enseignement supérieur ou secondaire, subvention : 473067.44 €
- Max Planck Society (Allemagne) — Partner, beneficiary, Recherche, subvention : 575795.8 €
- University of Cyprus (Chypre) — Coordinator, beneficiary, Enseignement supérieur ou secondaire, subvention : 353755.08 €
- Silversky3d vr technologies ltd (Chypre) — Partner, beneficiary, Organismes privés (hors enseignement), subvention : 117918.36 €
- École polytechnique (France) — Partner, beneficiary, Enseignement supérieur ou secondaire, subvention : 549604.08 €
- University of London (Royaume-Uni) — Partner, beneficiary, Enseignement supérieur ou secondaire, subvention : 606345.12 €
- Universitat Politècnica de Catalunya (Espagne) — Partner, beneficiary, Enseignement supérieur ou secondaire, subvention : 501809.76 €
- Institut national de recherche en sciences et technologies du numérique (France) — Partner, beneficiary, Recherche, subvention : 549604.08 €
- KTH Royal Institute of Technology (Suède) — Partner, beneficiary, Enseignement supérieur ou secondaire, subvention : 281982.96 €