Avatars in Networked Virtual Environments
โ Scribed by Tolga K. Capin, Igor S. Pandzic, Nadia Magnenat?Thalmann, Daniel Thalmann(auth.)
- Publisher
- John Wiley & Sons, Ltd
- Year
- 1999
- Tongue
- English
- Leaves
- 273
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
Avatars in Networked Virtual Environments Tolga K. Capin Computer Graphics Lab, EPFL, Lausanne, Switzerland Igor S. Pandzic MIRALab, University of Geneva, Switzerland Nadia Magnenat-Thalmann MIRALab, University of Geneva, Switzerland Daniel Thalmann Computer Graphics Lab, EPFL, Lausanne, Switzerland Telepresence is the future of multimedia systems and will allow participants to share professional and private experiences, meetings, games and parties. Networked Virtual Environments (NVEs) are systems that allow distant users to interact in a common Virtual Environment. One of the areas of research in NVEs is the user representation or 'avatar', the way that participants are geographically represented in Virtual Environments.
* Examines solutions to the Virtual Life Network (VLNET) system, a flexible framework for Virtual Humans in NVEs
* Presents different means of facial communication, gesture and non-verbal communication
* Provides details for solving all problems of handling Virtual Human data across the network
* Analyses the potential relation of the future MPEG-4 standard to NVEs
* Discusses the standardisation of Virtual Humans in VRML
* Includes applications such as a Virtual tennis game and studies the experimental results and achievements.
Essential reading for a wide-ranging audience including computer scientists, engineers in communication systems, undergraduate and postgraduate students of computer science, and researchers in computer animation, visualisation and communications technology.
Chapter 1 Concepts in Networked Virtual Environments (pages 1โ14):
Chapter 2 A Taxonomy of Networked Virtual Environments (pages 15โ57):
Chapter 3 The VLNET System (pages 59โ97):
Chapter 4 Representation of Virtual Humans (pages 99โ139):
Chapter 5 Facial and Gestural Communication (pages 141โ168):
Chapter 6 Networking Data for Virtual Humans (pages 169โ199):
Chapter 7 Standards for NVEs and Virtual Humans (pages 201โ216):
Chapter 8 Applications and Experiments (pages 217โ249):
Chapter 9 Conclusion (page 251):
๐ SIMILAR VOLUMES
<p>Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a
Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user
Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user