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Virtual human representation and communication in VLNet
Open accessAbstract
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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“In ''virtual human representation'' applications (e.g., generation of avatars), parameters such as mouth aperture and mouth stretch/squeeze are typically estimated through vision-based approaches [65].”
From Hands-Free Accessible Digital Musical Instruments: Conceptual Framework, Challenges, and Perspectives (2020) · cites this paper as [65]
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Research works printed but not linked: 14
- 10.1007/978-1-4613-8476-2 · DOI
- 10.1109/VRAIS.1997.583066 · DOI
- noser, 1996, playing games through the virtual life network, Proc Artificial Life 96, 114
- 10.1109/VRAIS.1996.490531 · DOI
- 10.1145/267658.269948 · DOI
- 10.1109/86.372898 · DOI
- capin, 1995, virtual humans for representing participants in immersive virtual environments, Proc FIVE 95, 135
- badler, 1993, Simulating Humans Computer Graphics Animation and Control, 10.1093/oso/9780195073591.001.0001 · DOI
- 10.1109/VRAIS.1996.490526 · DOI
- molet, 1996, a real-time anatomical converter for human motion capture, Proc Eurographics Workshop Computer Animation and Simulation, 79
- 10.1111/1467-8659.1130059 · DOI
- 10.1111/j.1467-8659.1995.cgf143_0337.x · DOI
- 10.1109/VR.2010.5444805 · DOI
- 10.1016/S0923-5965(97)00007-6 · DOI
Cited by
Sorted by citations
Davanzo, N., & Avanzini, F. (2020) · IEEE Access · doi:10.1109/access.2020.3019978 · Cited by 16
“stretch/squeeze are typically estimated through vision-based approaches [65].”
Background
Metadata
- Authors
- Capin, T. K., Noser, H., Thalmann, D., Sunday Pandzic, I., & Thalmann, N. M.
- Affiliations
- ETH Zurich (CH)
- ORCID
- Noser, H.
- 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
- green
- hdl.handle.net
- 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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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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