RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
User embodiment in collaborative virtual environments
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
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Computer Networks: The International Journal of Computer and Telecommunications Networking
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
Alice: Rapid Prototyping for Virtual Reality
IEEE Computer Graphics and Applications
Interacting in distributed collaborative virtual environments
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
A multi-user framework supporting video-based avatars
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Adapting a large scale networked virtual environment for display on a PDA
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Haptic puppetry for interactive games
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Computer Methods and Programs in Biomedicine
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This work describes our efforts in creating a general object interaction framework for dynamic collaborative virtual environments. Furthermore, we increase the realism of the interactive world by using a rigid body simulator to calculate all actor and object movements. The main idea behind our interactive platform is to construct a virtual world using only objects that contain their own interaction information. As a result, the object interactions are application independent and only a single scheme is required to handle all interactions in the virtual world. In order to have more dynamic interactions, we also created a new and efficient way for human users to dynamically interact within virtual worlds through their avatar. In particular, we show how inverse kinematics can be used to increase the interaction possibilities and realism in collaborative virtual environments. This results in a higher feeling of presence for connected users and allows for easy, on-the-fly creation of new interactions. For the distribution of both the interactive objects and the dynamic avatar interactions, we keep the network load as low as possible. To demonstrate the effectiveness of our techniques, we incorporate them into an existing CVE framework.