22 research outputs found

    Nonverbal communication interface for collaborative virtual environments

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    Nonverbal communication is an important aspect of real-life face-to-face interaction and one of the most efficient ways to convey emotions, therefore users should be provided the means to replicate it in the virtual world. Because articulated embodiments are well suited to provide body communication in virtual environments, this paper first reviews some of the advantages and disadvantages of complex embodiments. After a brief introduction to nonverbal communication theories, we present our solution, taking into account the practical limitations of input devices and social science aspects. We introduce our sample of actions and implementation using our VLNET (Virtual Life Network) networked virtual environment and discuss the results of an informal evaluation experimen

    Simulating virtual humans in networked virtual environments

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    In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. We expose the importance of using virtual humans within these systems and provide a brief overview of several virtual human technologies used in particular for simulation of crowds. As the main technical contribution, the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of virtual human

    Leptin, resistin and visfatin: the missing link between endocrine metabolic disorders and immunity

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    Integration of avatars and autonomous virtual humans in networked virtual environments

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    We survey problems and solutions for inserting virtual humans in networked virtual environments. Using virtual humans as participant embodiment increases the collaboration in networked virtual environments, as it provides a direct relationship between how we interact with the real world and the virtual world representation. We show the differences between avatars and autonomous virtual humans in terms of motion contro

    Autonomous actors in networked collaborative virtual environments

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    Introducing seemingly autonomous virtual beings into virtual environments to co-habit and collaborate with us is a continuous challenge and source of interest. Latest proof of human excitement for virtual life is the current worldwide craze for electronic pets that must be fed and cared for lest they develop a bad character or die. Even more interesting is the inclusion of autonomous actors in networked collaborative virtual environments (NCVEs). They provide a meeting place for people from different geographical locations and virtual beings. In NCVEs one doesn't see correspondents, only their graphical representations in the virtual world, which is the same as for the virtual ones-therefore the communication with virtual beings can come naturally. There is no single solution to the simulation of autonomous behavior. This is an ongoing research topic. Therefore it is interesting to provide an open NCVE system for easy interfacing with various implementations of autonomous behavior. In this way, the system can serve as an application platform with existing algorithms, as well as a research testbed for new autonomous behavior algorithms. The paper studies the requirements for such an open interface and, based on this study, presents an implementation within the Virtual Life Network (VLNET) system. Results are presented in terms of two case studies. A simple one implementing a dumb servant character and a more complex one connecting VLNET with the autonomous agent program Eliza (Weizenbaum, 1966

    A flexible architecture for virtual humans in networked collaborative virtual environments

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    Complex virtual human representation provides more natural interaction and communication among participants in networked virtual environments, hence it is expected to increase the sense of being together within the same virtual world. We present a flexible framework for the integration of virtual humans in networked collaborative virtual environments. A modular architecture allows flexible representation and control of the virtual humans, whether they are controlled by a physical user using all sorts of tracking and other devices, or by an intelligent control program turning them into autonomous actors. The modularity of the system allows for fairly easy extensions and integration with new techniques making it interesting also as a testbed for various domains from “classic” VR to psychological experiments. We present results in terms of functionalities, example applications and measurements of performance and network traffic with an increasing number of participants in the simulatio

    Calcif. Tissue Int.

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    Impact of Expressive Wrinkles on Perception of a Virtual Character’s Facial Expressions of Emotions

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    Facial animation has reached a high level of photorealism. Skin is rendered with grain and translucency, wrinkles are accurate and dynamic. These recent visual improvements are not fully tested for their contribution to the perceived expressiveness of virtual characters. This paper presents a perceptual study assessing the impact of different rendering modes of expressive wrinkles on users’ perception of facial expressions of basic and complex emotions. Our results suggest that realistic wrinkles increase agent’s expressivity and user’s preference, but not the recognition of emotion categories. This study was conducted using our real time facial animation platform that is designed for perceptive evaluations of affective interaction
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