XR content creation increasingly combines reconstruction, generative modeling, animation synthesis, neural rendering, and real-time engine deployment. However, creating deployable synthetic 4D humans remains fragmented because human assets must preserve body structure, appearance, motion, deformation, and scene-level plausibility across time. This paper proposes SPL4SH, a Systematic Pipeline for 4D Synthetic Humans, to investigate how contemporary AI-assisted techniques can be organized into an XR-oriented production workflow. SPL4SH is built from a stage-based taxonomy covering modeling, rigging, animation, rendering, and interaction. This taxonomy supports a comparative suitability assessment of recent techniques and guides a modular proof-of-concept implementation integrating SMPLify for parametric body modeling and rigging, Kimodo for controllable motion generation, SMPLitex for SMPL-compatible texture generation, Rokoko-based retargeting, Blender-based asset integration, and Unreal Engine deployment. The evaluation combines individual module tests, full-pipeline integration, and scene-level deployment in a meeting-room environment involving human-object, human-human, and human-scene arrangements. Results show that modular 4D human generation is technically feasible: SMPL-X geometry supports rigged deformation, generated motions can be retargeted to animated characters, texture maps improve mannequin-like bodies, and final assets can be placed in real-time XR scenes. However, persistent barriers remain, including format mismatch, manual skeleton alignment, retargeting fragility, texture discontinuities, hallucinated visual regions, motion interpenetration, stiff transitions, and scene-level validation. SPL4SH contributes a grounded framework for selecting, combining, and evaluating independent generative components as XR-ready synthetic human assets.
David Ohara de Souza Cardoso, Willams de Lima Costa, Pedro Azevedo Abrantes de Oliveira et al.· Journal of the Brazilian Com...· 0 citations
Virtual Reality (VR) has become an increasingly relevant medium for psychological interventions because it can combine immersion, controlled stimuli, and therapist-guided reflection. However, VR systems explicitly grounded in Positive Psychology remain comparatively underexplored, particularly in supervised psychotherapy settings. This paper presents Positive Psychology VR, a Unity-based VR intervention composed of eight virtual environments designed around Positive Psychology constructs, including gratitude, mindfulness, savoring, personal strengths, positive reappraisal, emotional expression, and acts of kindness. We report an exploratory pilot study with 30 adults who participated in three weekly therapist-guided sessions using a Meta Quest 3 head-mounted display, followed by a three-month follow-up. Data were collected through participant characterization, open-ended session reports, psychologist observations, acceptability records, and follow-up feedback. Results indicate high acceptability, with all participants reporting that they would recommend the experience. No serious cybersickness events were reported. Qualitative findings suggest that the intervention supported self-awareness, reflection, emotional regulation, relaxation, and changes in perspective. Nature-inspired, meditation-oriented, and strengths-based environments were among the most frequently used and were often described as memorable anchors for later recall. At follow-up, most respondents reported perceived benefits that extended beyond the sessions, although individual variability was observed. These findings suggest that Positive Psychology-oriented VR can be feasibly integrated into professionally supervised psychotherapy as an adjunctive tool for reflection and emotional well-being. The study contributes design and evaluation insights for immersive therapeutic systems and highlights the need for larger, controlled, and longitudinal studies.
Marina Holanda Kunst, Eliane De Holanda Silva, Willams de Lima Costa et al.· Journal of the Brazilian Com...· 0 citations