Real-time vision-based camera tracking for augmented reality applications
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Collaborative gaming in augmented reality
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Digital Image Warping
Avatars in Networked Virtual Environments
Avatars in Networked Virtual Environments
Interacting with Virtual Humans through Body Actions
IEEE Computer Graphics and Applications
Interaction between Real and Virtual Humans in Augmented Reality
CA '97 Proceedings of the Computer Animation
Animating virtual actors in real environments
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
A framework for rapid evaluation of prototypes with augmented reality
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Highly interactive interface for virtual amusement land deriving active participation of users
ACII'05 Proceedings of the First international conference on Affective Computing and Intelligent Interaction
Towards an efficient implementation of a video-based gesture interface
AI'06 Proceedings of the 19th Australian joint conference on Artificial Intelligence: advances in Artificial Intelligence
Computer interaction by camera tracking
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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For some years, we have been able to integrate virtual humans into virtual environments. As the demand for Augmented Reality systems grows, so will the need for these synthetic humans to coexist and interact with humans who live in the real world. In this paper, we use the example of a checkers game between a real and a virtual human to demonstrate the integration of techniques required to achieve a realistic- looking interaction in real-time. We do not use cumbersome devices such as a magnetic motion capture system. Instead, we rely on purely image- based techniques to address the registration issue, when the camera or the objects move, and to drive the virtual human's behavior.