Cited by 129Simulation and Modeling ApplicationsVirtual Reality Applications and ImpactsComputer Graphics and Visualization Techniques

The DOI matches its Crossref record.

Virtual human representation and communication in VLNet

Open access
Capin, T.K., Noser, H., Thalmann, D., Sunday Pandzic, I., Thalmann, N.M.·1997·IEEE Computer Graphics and Applications

Abstract

Using virtual humans to represent participants promotes realism in networked VEs. Different message types used to animate the human body and face impose varying network requirements, as analyzed here.

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Research works printed but not linked: 14

  1. 10.1007/978-1-4613-8476-2 · DOI
  2. 10.1109/VRAIS.1997.583066 · DOI
  3. noser, 1996, playing games through the virtual life network, Proc Artificial Life 96, 114
  4. 10.1109/VRAIS.1996.490531 · DOI
  5. 10.1145/267658.269948 · DOI
  6. 10.1109/86.372898 · DOI
  7. capin, 1995, virtual humans for representing participants in immersive virtual environments, Proc FIVE 95, 135
  8. badler, 1993, Simulating Humans Computer Graphics Animation and Control, 10.1093/oso/9780195073591.001.0001 · DOI
  9. 10.1109/VRAIS.1996.490526 · DOI
  10. molet, 1996, a real-time anatomical converter for human motion capture, Proc Eurographics Workshop Computer Animation and Simulation, 79
  11. 10.1111/1467-8659.1130059 · DOI
  12. 10.1111/j.1467-8659.1995.cgf143_0337.x · DOI
  13. 10.1109/VR.2010.5444805 · DOI
  14. 10.1016/S0923-5965(97)00007-6 · DOI

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Metadata

Authors
Capin, T. K., Noser, H., Thalmann, D., Sunday Pandzic, I., & Thalmann, N. M.
Affiliations
ETH Zurich (CH)
Venue
IEEE Computer Graphics and Applications
Published
1997
Volume
17
Issue
2
Pages
42-53
ISSN
0272-1716 (ISSN-L)
OpenAlex
W2003346496
Cited by
129
References
0
Citations by year
2023: 1 · 2022: 1 · 2021: 3 · 2020: 3 · 2018: 1 · 2017: 4 · 2016: 2 · 2015: 3 · 2014: 1 · 2012: 2
FWCI
32.04
Type
journal article
Language
en
Open access
Locations
  • IEEE Computer Graphics and Applications (publishedVersion)
  • Bilkent University Institutional Repository (Bilkent University) (submittedVersion)
  • Infoscience (Ecole Polytechnique Fédérale de Lausanne) (submittedVersion)
  • Infoscience (Ecole Polytechnique Fédérale de Lausanne) (submittedVersion, cc-by-nc-nd)
Funders
  • National University of Singapore
  • Université de Genève
Topics
  • Physical Sciences › Engineering › Control and Systems Engineering › Simulation and Modeling Applications
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Computer Graphics and Visualization Techniques
Keywords
virtual humans, virtual worlds, distributed virtual environments, human representation, facial animation, body animation, message types, network requirements, communication

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