A flexible architecture for virtual humans in networked collaborative virtual environments
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Since [years] we hear about Virtual Reality as a discipline that could potentially provide benefits to many applications. Basically, the principle of Virtual Reality consists in stimulating user senses in order to give the impression to be in another place ...
Crowds are part of our everyday experience; nevertheless, in virtual worlds they are still relatively rare. In this thesis we explore the challenges of bringing crowds into interactive virtual environments and the possible applications of real-time interac ...
Population of Virtual Worlds with Virtual Humans is increasing rapidly by people who want to create a virtual life parallel to the real one (i.e. Second Life). The evolution of technology is smoothly providing the necessary elements to increase realism wit ...
This paper presents a new library called MHaptic for bimanual haptic interaction within generic virtual environments. It has been specifically designed to work with a Haptic Workstation. MHaptic provides tools for accelerated development of virtual environ ...
Virtual environments need virtual humans that are capable of interacting with objects around them. Existing virtual environments have not found satisfactory general solutions for this problem. The common method is to combine pre-designed (or motion capture ...
The main problem targeted by this research is the lack of flexibility of virtual objects within a Virtual Environment. Virtual objects are difficult to re-use in applications or contexts different from the ones they were designed for. This refers mainly to ...
The full-body control of virtual characters is a promising technique for application fields such as Virtual Prototyping. However it is important to assess to what extent the user full-body behavior is modified when immersed in a virtual environment. In the ...
We aim to create a model of emotional reactive virtual humans. This model will help to define realistic behavior for virtual characters based on emotions and events in the virtual environment to which they react. A large set of pre-recorded animations will ...
Virtual reality is gaining on importance in many fields – scientific simulation, training, therapy and also more and more in entertainment. All these applications require the human user to interact with virtual worlds inhabited by intelligent characters an ...
We present a system for real-time configuration of multimodal interfaces to Virtual Environments (VE). The flexibility of our tool is supported by a semantics-based representation of VEs. Semantic descriptors are used to define interaction devices and virt ...