Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Proceedings of the third international conference on Collaborative virtual environments
VRPN: a device-independent, network-transparent VR peripheral system
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Small Group Behavior Experiments in the Coven Project
IEEE Computer Graphics and Applications
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Leadership and Collaboration in Shared Virtual Environments
VR '99 Proceedings of the IEEE Virtual Reality
Theatrical storytelling in a virtual space
Proceedings of the 1st ACM workshop on Story representation, mechanism and context
Proceedings of the ACM symposium on Virtual reality software and technology
Updating orientation in large virtual environments using scaled translational gain
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Presence: Teleoperators and Virtual Environments
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
Presence: Teleoperators and Virtual Environments
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
ICAT '07 Proceedings of the 17th International Conference on Artificial Reality and Telexistence
Virtual training via vibrotactile arrays
Presence: Teleoperators and Virtual Environments
Reconstruction and Recognition of Occluded Facial Expressions Using PCA
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Evaluation of Reorientation Techniques and Distractors for Walking in Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Making virtual walking real: Perceptual evaluation of a new treadmill control algorithm
ACM Transactions on Applied Perception (TAP)
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
On-site real-time 3D match move for MR-based previsualization with relighting
ACM SIGGRAPH 2010 Talks
A first person avatar system with haptic feedback
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
A flexible framework for wide-spectrum vr development
Presence: Teleoperators and Virtual Environments
GUD WIP: Gait-Understanding-Driven Walking-In-Place
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Persuading people in a remote destination to sing by beaming there
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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In order to rehearse for a play or a scene from a movie, it is generally required that the actors are physically present at the same time in the same place. In this paper we present an example and experience of a full body motion shared virtual environment (SVE) for rehearsal. The system allows actors and directors to meet in an SVE in order to rehearse scenes for a play or a movie, that is, to perform some dialogue and blocking (positions, movements, and displacements of actors in the scene) rehearsal through a full body interactive virtual reality (VR) system. The system combines immersive VR rendering techniques as well as network capabilities together with full body tracking. Two actors and a director rehearsed from separate locations. One actor and the director were in London (located in separate rooms) while the second actor was in Barcelona. The Barcelona actor used a wide field-of-view head-tracked head-mounted display, and wore a body suit for real-time motion capture and display. The London actor was in a Cave system, with head and partial body tracking. Each actor was presented to the other as an avatar in the shared virtual environment, and the director could see the whole scenario on a desktop display, and intervene by voice commands. A video stream in a window displayed in the virtual environment also represented the director. The London participant was a professional actor, who afterward commented on the utility of the system for acting rehearsal. It was concluded that full body tracking and corresponding real-time display of all the actors' movements would be a critical requirement, and that blocking was possible down to the level of detail of gestures. Details of the implementation, actors, and director experiences are provided.