Posez n’importe quelle question sur les cours, conférences, exercices, recherches, actualités, etc. de l’EPFL ou essayez les exemples de questions ci-dessous.
AVERTISSEMENT : Le chatbot Graph n'est pas programmé pour fournir des réponses explicites ou catégoriques à vos questions. Il transforme plutôt vos questions en demandes API qui sont distribuées aux différents services informatiques officiellement administrés par l'EPFL. Son but est uniquement de collecter et de recommander des références pertinentes à des contenus que vous pouvez explorer pour vous aider à répondre à vos questions.
Synchronization of speech, facial expressions and body gestures is one of the most critical problems in realistic avatar animation in virtual environments. In this paper, we address this problem by proposing a new high-level animation language to describe ...
The authors present a virtual tennis game. They describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. They focus on the animation of the virtual tennis bal ...
Summary form only given. Telepresence is the future of multimedia systems and will allow participants to share professional and private experiences, meetings, games, parties. The concepts of distributed virtual environments are a key technology to implemen ...
This paper presents the “caddie paradigm” a new interface for teleoperation of mobile robots. We present a prototype based on the use of a treadmill as a free-locomotion interface. The “caddie paradigm” allows for controlling a real robot by “pushing” its ...
We describe an approach to construct interactive virtual environments, which are suitable for the development of artificial virtual human life simulations. Our main goal is to have virtual human actors living and working autonomously in virtual environment ...
Integrating virtual human animation in networked virtual environments (NVEs) has the potential to create severe network load issues. In NVEs, users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a ne ...
The authors present a novel approach to participant embodiment in networked collaborative virtual environments. The embodiment approach integrates live video into 3D objects for a hybrid participant representation. They implemented their ideas in a Network ...
In networked virtual environments (NVEs), users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a new complexity in the representation and streaming of animations, especially when the number of partic ...
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 ...
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 ...