An interactive interface for directing virtual humans
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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 ...
Computers have become affordable, small, omnipresent and are often connected to the Internet. However, despite the availability of such rich environments, user interfaces have not been adapted to fully leverage their potential. In our view, user interfaces ...
Computers have become affordable, small, omnipresent and are often connected to the Internet. However, despite the availability of such rich environment, user interfaces have not been adapted to fully leverage its potential. To help with complex tasks, a n ...
User interaction with online geospatial systems is an inter-disciplinary research field that combines the two disciplines Human Computer Interaction (HCI) and geographic information sciences. In recent years online geospatial systems have been created for ...
Ultrasound imaging allows the evaluation of the degree of emergency of a patient. However, in many situations no experienced sonographer is available to perform such echography. To cope with this issue, the OTELO project “mObile Tele-Echography using an ul ...
In this paper , we present a VR-based first-person view paradigm applied to a tele-surveillance application. Using an Unmanned Air Vehicle (UAV), we have developed an intuitive tangible interface between the pilot and his airship (blimp). The idea is to ma ...
To simulate realistic crowds of virtual humans in real time, three main requirements need satisfaction. First of all, quantity, i.e., the ability to simulate thousands of characters. Secondly, quality, because each virtual human composing a crowd needs to ...
Simulating crowds in real time is a challenging problem that touches many different aspects of Computer Graphics: rendering, animation, path planning, behavior, etc. Our work has mainly focused on two particular aspects of real-time crowds: motion planning ...
Despite the wide amount of computer graphics frameworks and solutions available, it is still difficult to find a perfect one fitting at the same time many constraints, like pedagogical intents and user-friendliness or speed with high rendering quality and ...
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