The algorithmic beauty of plants
The algorithmic beauty of plants
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
Real-time interactions with virtual agents driven by human action identification
AGENTS '97 Proceedings of the first international conference on Autonomous agents
A real time anatomical converter for human motion capture
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Closed Form and Geometric Algorithms for Real-Time Control of an Avatar
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
A Dead-Reckoning Algorithm for Virtual Human Figures
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
A versatile navigation interface for virtual humans in collaborative virtual environments
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Crowd modelling in collaborative virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Component framework infrastructure for virtual environments
Proceedings of the third international conference on Collaborative virtual environments
Inhabited television: broadcasting interaction from within collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Guest Editors' Introduction: Computer Animation for Virtual Humans
IEEE Computer Graphics and Applications
Motion Control of Virtual Humans
IEEE Computer Graphics and Applications
Real-Time Animation of Realistic Virtual Humans
IEEE Computer Graphics and Applications
Dynamically Simulated Characters in Virtual Environments
IEEE Computer Graphics and Applications
Fanky: A Tool for Animating Faces of 3D Agents
IVA '01 Proceedings of the Third International Workshop on Intelligent Virtual Agents
AMCP '98 Proceedings of the First International Conference on Advanced Multimedia Content Processing
Using virtual humans for multimodal communication in virtual reality and augmented reality
Multimodal interface for human-machine communication
Hybrid Participant Embodiments in Networked Collaborative Virtual Environments
MMM '98 Proceedings of the 1998 Conference on MultiMedia Modeling
Autonomous Actors in Networked Collaborative Virtual Environments
MMM '98 Proceedings of the 1998 Conference on MultiMedia Modeling
A Dead-Reckoning Algorithm for Virtual Human Figures
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Real handball goalkeeper vs. virtual handball thrower
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Broadcasting on-line social interaction as inhabited television
ECSCW'99 Proceedings of the sixth conference on European Conference on Computer Supported Cooperative Work
Components for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Simulating Virtual Humans in Networked Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
A standard-compliant virtual meeting system with active video object tracking
EURASIP Journal on Applied Signal Processing
Principles of entertainment in inhabited television
AVI '08 Proceedings of the working conference on Advanced visual interfaces
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
Computers & Education
Method of motion data processing based on manifold learning
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Influence of the graphical levels of detail of a virtual thrower on the perception of the movement
Presence: Teleoperators and Virtual Environments
Generating ambient behaviors in computer role-playing games
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Trends in networked collaborative virtual environments
Computer Communications
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The realism in participant representation in networked virtual environments involves two elements: believable appearance and realistic movements. Using virtual human figures for participant representation fulfills these functionalities with realism, as it provides the direct relationship between how we control our avatar in the virtual world and how our avatar moves related to this control. The inclusion of virtual human representation is not straightforward: the virtual body should move naturally, in accordance with the actual body, even with the small number of degrees of freedom; and facial communication should be included in the human representation. In addition, the architecture to combine motion control and virtual environment should be efficient and modular. We describe three types of motion control: direct control where the geometry is directly changed, user-guided actors where the motor skills of the actor are used by giving high-level tasks to perform, and autonomous actors, which are controlled by high-level motivations. Similarly, the face can be animated using video, speech, or higher level parameters. The articulated structure of the human body together with the face introduces a new complexity in the usage of the network resources because the size of a message needed to convey the body posture is greater than the one needed for simple, nonarticulated objects. We analyze the network requirements of different message types to animate the human body and face. We compare the message types with respect to coding computation at the sender site, transmission overhead, and decoding computation at the receiver site.