In recent years, networked virtual environments have steadily grown to become a frontier in social computing. Such virtual cyberspaces are usually accessed by multiple users through their 3D avatars. Recent scientific activity has resulted in the release of both hardware and software components that enable users at home to interact with their virtual persona through natural body and facial activity performance. Based on 3D computer graphics methods and vision-based motion tracking algorithms, these techniques aspire to reinforce the sense of autonomy and telepresence within the virtual world. In this paper we present two distinct frameworks for avatar animation through user natural motion input. We specifically target the full body avatar c...
Most virtual characters' animations are based on armatures to manipulate the characters' body parts ...
The next generation in 3D tele-presence is based on modular systems that combine live captured objec...
Virtual Reality (VR) has increasingly attracted the attention of the computer animation community in...
In recent years, networked virtual environments have steadily grown to become a frontier in social c...
We present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-h...
This paper presents a framework to interactively control avatars in remote environments. The system,...
We present a new software framework for the development of im-mersive collaborative virtual reality ...
In this paper, we survey problems and solutions for inserting virtual humans in Networked Virtual E...
The recent advances in immersive display technologies offer a unique opportunity for providing intui...
YesAdvances in computer animation techniques have spurred increasing levels of realism and movemen...
The USC Institute for Creative Technologies will demonstrate a pipline for automatic reconstruction ...
In this work, a broad continuum of 3D space that encapsulates avatars, ranging from artificial to re...
Eleventh ACM international conference on Multimedia : November 02 - 08, 2003 : USAThis paper descri...
In this paper, we describe the enactment of autonomous agents and avatars in the web-based social co...
We describe a system for off-line production and real-time playback of motion for articulated human ...
Most virtual characters' animations are based on armatures to manipulate the characters' body parts ...
The next generation in 3D tele-presence is based on modular systems that combine live captured objec...
Virtual Reality (VR) has increasingly attracted the attention of the computer animation community in...
In recent years, networked virtual environments have steadily grown to become a frontier in social c...
We present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-h...
This paper presents a framework to interactively control avatars in remote environments. The system,...
We present a new software framework for the development of im-mersive collaborative virtual reality ...
In this paper, we survey problems and solutions for inserting virtual humans in Networked Virtual E...
The recent advances in immersive display technologies offer a unique opportunity for providing intui...
YesAdvances in computer animation techniques have spurred increasing levels of realism and movemen...
The USC Institute for Creative Technologies will demonstrate a pipline for automatic reconstruction ...
In this work, a broad continuum of 3D space that encapsulates avatars, ranging from artificial to re...
Eleventh ACM international conference on Multimedia : November 02 - 08, 2003 : USAThis paper descri...
In this paper, we describe the enactment of autonomous agents and avatars in the web-based social co...
We describe a system for off-line production and real-time playback of motion for articulated human ...
Most virtual characters' animations are based on armatures to manipulate the characters' body parts ...
The next generation in 3D tele-presence is based on modular systems that combine live captured objec...
Virtual Reality (VR) has increasingly attracted the attention of the computer animation community in...