Many Virtual Reality-based applications enable the user to actively participate in the virtual environment (VE) by embodying a virtual avatar, and these applications rely on the presence of interactive virtual pedestrians, or agents, to enhance the plausibility of the simulation. A key challenge is to generate plausible movements, in terms of navigation paths and full-body animation, for each virtual agent as it interacts with the user's avatar and other agents. The overall effectiveness of the application depends on both, the realism of the agent's movements, and the faithful representation of the user's avatar. The primary goal of this dissertation is to present novel techniques to simulate plausible movements and behaviors for virt...
Abstract — This work describes our efforts in creating a general object interaction framework for dy...
Crowd simulation methods generally focus on high fidelity 2D trajectories but ignore detailed 3D bod...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...
Creating a complex virtual environment with human inhabitants that behave as we would expect real hu...
The MimeTIC team of the IRISA research lab has a long history of studying human behaviours in order ...
Creating a complex virtual environment with human inhabitants that behave as we would expect real hu...
This paper presents preliminary work in the development of an avatar driver. An avatar is the graphi...
Simulate realistic human motion in a virtual world with an optimization-based approach to motion pre...
Pedestrian modelling and simulation play a fundamental role in reducing risks and implementation cos...
Realistic simulation of interacting virtual characters is essential in computer games, training and ...
In recent years, interest in correspondence between virtual environments and realworld events has gr...
Designing artificial avatars able to interact with humans in a safe, smart, and natural way is a cur...
Designing artificial avatars able to interact with humans in a safe, smart, and natural way is a cur...
Space syntax research has found that patterns of pedestrian and vehicular movement are strongly corr...
Eleventh ACM international conference on Multimedia : November 02 - 08, 2003 : USAThis paper descri...
Abstract — This work describes our efforts in creating a general object interaction framework for dy...
Crowd simulation methods generally focus on high fidelity 2D trajectories but ignore detailed 3D bod...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...
Creating a complex virtual environment with human inhabitants that behave as we would expect real hu...
The MimeTIC team of the IRISA research lab has a long history of studying human behaviours in order ...
Creating a complex virtual environment with human inhabitants that behave as we would expect real hu...
This paper presents preliminary work in the development of an avatar driver. An avatar is the graphi...
Simulate realistic human motion in a virtual world with an optimization-based approach to motion pre...
Pedestrian modelling and simulation play a fundamental role in reducing risks and implementation cos...
Realistic simulation of interacting virtual characters is essential in computer games, training and ...
In recent years, interest in correspondence between virtual environments and realworld events has gr...
Designing artificial avatars able to interact with humans in a safe, smart, and natural way is a cur...
Designing artificial avatars able to interact with humans in a safe, smart, and natural way is a cur...
Space syntax research has found that patterns of pedestrian and vehicular movement are strongly corr...
Eleventh ACM international conference on Multimedia : November 02 - 08, 2003 : USAThis paper descri...
Abstract — This work describes our efforts in creating a general object interaction framework for dy...
Crowd simulation methods generally focus on high fidelity 2D trajectories but ignore detailed 3D bod...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...