Efficient distribution of emotion-related data through a networked virtual environment architecture

  • Authors:
  • Peter Quax;Fabian Di Fiore;Wim Lamotte;Frank Van Reeth

  • Affiliations:
  • -;Hasselt University - tUL - IBBT, Expertise Centre for Digital Media, Wetenschapspark 2, BE-3590 Diepenbeek, Belgium;-;-

  • Venue:
  • Computer Animation and Virtual Worlds - International Workshop Motion in Games (MIG08)
  • Year:
  • 2009

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Abstract

In this paper we describe the way in which emotion-related data can efficiently be exchanged between participants in a large-scale networked virtual environment. This type of metadata is extracted from real-time captured video streams using off-the-shelf webcams and applied onto a two-dimentional (2D) stylised avatar; thereby improving the immersion the user experiences while navigating and communicating in the virtual world. As emotion-related data—once processed through the system—can be considered a specific type of state information, a generic networked virtual environment architecture can be used to distribute the information between participants. We have opted to extend the in-house developed architecture for large-scale virtual interactive communities (ALVIC-NG) architecture to be able to process the information flows. We will show that the inclusion of this new type of information does not have a detrimental effect on the scalability of the system. Copyright © 2009 John Wiley & Sons, Ltd. We describe the way in which emotion-related data can efficiently be exchanged between participants in a large-scale networked virtual environment. This type of metadata is extracted from real-time captured video streams and applied onto a 2D stylised avatar; thereby improving the immersion the user experiences while navigating and communicating in the virtual world.