TCP/IP illustrated (vol. 1): the protocols
TCP/IP illustrated (vol. 1): the protocols
Interacting with Virtual Humans through Body Actions
IEEE Computer Graphics and Applications
Real-Time Animation of Realistic Virtual Humans
IEEE Computer Graphics and Applications
Real-Time Intelligent Characters for a Non-Visual Simulation Environment
CA '98 Proceedings of the Computer Animation
Exploiting Frame to Frame Coherence in a Virtual Reality System
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Human Motion Capture Driven by Orientation Measurements
Presence: Teleoperators and Virtual Environments
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
Trends in networked collaborative virtual environments
Computer Communications
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The authors present the Virtual Park (or VPark) system. This includes a networked virtual environment (NVE) system, called W-VLNET (Windows Virtual Life Network) and an Attraction Building System that creates and modifies attractions used in the NVE system. This article details the techniques for communication, scene management, facial and body animation, and general user interaction modules. The authors used VRML97 and MPEG-4 SHNC to stress the compatibility of the system with other similar virtual reality systems. The software provides realistic virtual actors as well as sets of applicable high-level actions in real time. Using this software, users can introduce their own scenario-based applications into a shared virtual environment.