1996
DOI: 10.1007/978-3-7091-7488-3_10
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Motor functions in the VLNET Body-Centered Networked Virtual Environment

Abstract: In order to enhance the sense of presence within networked Virtual Environments it is important to increase the quality of physical or social interaction of participants with each other and with the environment. We beleive that this increase of quality can be achieved by realistic modeling and animation of the human body representing the participant, together with the natural behaviors of the objects in the environment. The representation of self as a realistic-looking virtual human body with natural movement … Show more

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Cited by 5 publications
(4 citation statements)
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“…In VLNET system, the core of the system revolves around making realistic humanoid avatars, where the avatar has an underlying skeleton structure that defines what movement is possible [191]. Attached to the skeleton, is a set of meta-balls to emulate muscles and skin [260], thus allowing for a deformable shaped body that is wrapped with skin texture.…”
Section: Appearancementioning
confidence: 99%
“…In VLNET system, the core of the system revolves around making realistic humanoid avatars, where the avatar has an underlying skeleton structure that defines what movement is possible [191]. Attached to the skeleton, is a set of meta-balls to emulate muscles and skin [260], thus allowing for a deformable shaped body that is wrapped with skin texture.…”
Section: Appearancementioning
confidence: 99%
“…This engine provides the interface for changing the body posture. A standard Body Posture Driver is provided, that connects also to the navigation interface to get the navigation information, then uses the Walking Motor and the Arm Motor (Boulic et al, 1990;Pandzic et al, 1996) to generate the natural body movement based on the navigation. Another possibility is to replace this Body Posture Driver by a simpler one that is directly coupled to a set of Flock Of Birds sensors on the users body, providing direct posture control.…”
Section: Legendmentioning
confidence: 99%
“…Ohya et al 5 report the use of human representations with animated bodies and faces in a virtual teleconferencing application. In the approach we adopted when developing the Virtual Life Network (VLNET) system [6][7][8][9] , more sophisticated virtual humans are simulated, including full anatomically based body articulation, skin deformations and facial animation ( Figure 1). Managing multiple instances of such complex representations and the involved data flow in the context of a Networked Collaborative Virtual Environment, while maintaining versatile input and interaction options, requires careful consideration of the software architecture to use.…”
Section: Introductionmentioning
confidence: 99%