Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A multilayer personality model
Proceedings of the 2nd international symposium on Smart graphics
Scripting embodied agents behaviour with CML: character markup language
Proceedings of the 8th international conference on Intelligent user interfaces
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
An example-based approach to human body manipulation
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Autonomous virtual agents learning a cognitive model and evolving
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Emotional face expression profiles supported by virtual human ontology: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Handbook of Virtual Humans
Ontology-Based searching framework for digital shapes
OTM'05 Proceedings of the 2005 OTM Confederated international conference on On the Move to Meaningful Internet Systems
Mesh fitting based 3d character modeling
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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The use of inhabited Virtual Environments is continuously growing. People can embody a human-like avatar to participate inside these Virtual Environments or they can have personalized character acting as mediator; sometimes they can even customize it to some extent. Those Virtual Characters belong to the software owner, but they could be potentially shared, exchanged and individualized between participants, such as already proposed by Sony with Station Exchange. Technology with standards could significantly improve the exchange, the reuse and the creation of such Virtual Characters. However an optimal reuse is only possible if the main components of the characters: geometry, morphology, animation and behavior, are annotated with semantics. This may allow to users searching for specific models and customize them. Moreover search technology based on the Web Ontology Language (OWL) can be implemented to provide this type of service. In this paper we present the considerations to build an ontology that fulfills the mentioned proposes.