Pregled bibliografske jedinice broj: 232454
Virtual Human Representation and Communication in VLNET Networked Virtual Environments
Virtual Human Representation and Communication in VLNET Networked Virtual Environments // IEEE Computer Graphics and Applications, 17 (1997), 2; 42-53 (međunarodna recenzija, članak, znanstveni)
CROSBI ID: 232454 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Virtual Human Representation and Communication in VLNET Networked Virtual Environments
Autori
Capin, Tolga ; Pandžić, Igor ; Noser, Hansrudi ; Magnenat-Thalmann, Nadia ; Thalmann, Daniel
Izvornik
IEEE Computer Graphics and Applications (0272-1716) 17
(1997), 2;
42-53
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni
Ključne riječi
Networked Virtual Environment; Virtual Human
Sažetak
The pace in computing, graphics and networking technologies together with the demand from real-life applications made it a requirement to develop more realistic virtual environments (VEs). Realism not only includes believable appearance and simulation of the virtual world, but also implies the natural representation of participants. The realism in participant representation involves two elements: believable appearance and realistic movements. This becomes even more important in multiuser networked virtual environments (NVE), as participants' representation is used for communication. A NVE can be defined as a single environment which is shared by multiple participants connected from a different host. The local program of the participants typically store the whole or a subset of the scene description, and they use their own avatars to move around the scene and render from their own viewpoint. This avatar representation in NVEs has crucial functions in addition to those of single-user virtual environments: perception (to see if anyone is around), localization (to see where the other person is), identification (to recognize the person), visualization of others' interest focus (to see where the person's attention is directed), visualization of others' actions (to see what the other person is doing and what she means through gestures ), social representation of self through decoration of the avatar (to know what the other participants' task or status is). Using virtual human figures for avatar 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.
Izvorni jezik
Engleski
Znanstvena područja
Elektrotehnika, Računarstvo, Informacijske i komunikacijske znanosti
POVEZANOST RADA
Ustanove:
Fakultet elektrotehnike i računarstva, Zagreb
Profili:
Igor Sunday Pandžić
(autor)
Citiraj ovu publikaciju:
Časopis indeksira:
- Current Contents Connect (CCC)
- Web of Science Core Collection (WoSCC)
- Science Citation Index Expanded (SCI-EXP)
- SCI-EXP, SSCI i/ili A&HCI
- Scopus