Avatars in Networked Virtual Environments

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Publisher :
ISBN 13 :
Total Pages : 298 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Avatars in Networked Virtual Environments by : Tolga K. Çapin

Download or read book Avatars in Networked Virtual Environments written by Tolga K. Çapin and published by . This book was released on 1999-07-30 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars in Networked Virtual Environments Tolga K. Çapin Computer Graphics Lab, EPFL, Lausanne, Switzerland Igor S. Pandzic MIRALab, University of Geneva, Switzerland Nadia Magnenat-Thalmann MIRALab, University of Geneva, Switzerland Daniel Thalmann Computer Graphics Lab, EPFL, Lausanne, Switzerland Telepresence is the future of multimedia systems and will allow participants to share professional and private experiences, meetings, games and parties. Networked Virtual Environments (NVEs) are systems that allow distant users to interact in a common Virtual Environment. One of the areas of research in NVEs is the user representation or 'avatar', the way that participants are geographically represented in Virtual Environments. * Examines solutions to the Virtual Life Network (VLNET) system, a flexible framework for Virtual Humans in NVEs * Presents different means of facial communication, gesture and non-verbal communication * Provides details for solving all problems of handling Virtual Human data across the network * Analyses the potential relation of the future MPEG-4 standard to NVEs * Discusses the standardisation of Virtual Humans in VRML * Includes applications such as a Virtual tennis game and studies the experimental results and achievements. Essential reading for a wide-ranging audience including computer scientists, engineers in communication systems, undergraduate and postgraduate students of computer science, and researchers in computer animation, visualisation and communications technology.

Avatars in Networked Virtual Environments

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Publisher :
ISBN 13 : 9780470852170
Total Pages : 269 pages
Book Rating : 4.8/5 (521 download)

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Book Synopsis Avatars in Networked Virtual Environments by :

Download or read book Avatars in Networked Virtual Environments written by and published by . This book was released on 1999 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars in Networked Virtual Environments Tolga K. Capin Computer Graphics Lab, EPFL, Lausanne, Switzerland Igor S. Pandzic MIRALab, University of Geneva, Switzerland Nadia Magnenat-Thalmann MIRALab, University of Geneva, Switzerland Daniel Thalmann Computer Graphics Lab, EPFL, Lausanne, Switzerland Telepresence is the future of multimedia systems and will allow participants to share professional and private experiences, meetings, games and parties. Networked Virtual Environments (NVEs) are systems that allow distant users to interact in a common Virtual Environment. One of the areas of research in NVEs is the user representation or 'avatar', the way that participants are geographically represented in Virtual Environments. Examines solutions to the Virtual Life Network (VLNET) system, a flexible framework for Virtual Humans in NVEs. Presents different means of facial communication, gesture and non-verbal communication. Provides details for solving all problems of handling Virtual Human data across the network. Analyses the potential relation of the future MPEG-4 standard to NVEs. Discusses the standardisation of Virtual Humans in VRML. Includes applications such as a Virtual tennis game and studies the experimental results and achievements. Essential reading for a wide-ranging audience including computer scientists, engineers in communication systems, undergraduate and postgraduate students of computer science, and researchers in computer animation, visualisation and communications technology.

The Social Life of Avatars

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1447102770
Total Pages : 239 pages
Book Rating : 4.4/5 (471 download)

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Book Synopsis The Social Life of Avatars by : Ralph Schroeder

Download or read book The Social Life of Avatars written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.

Hello Avatar

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Publisher : MIT Press
ISBN 13 : 026230273X
Total Pages : 214 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Hello Avatar by : B. Coleman

Download or read book Hello Avatar written by B. Coleman and published by MIT Press. This book was released on 2011-11-04 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.

A Realistic Video Avatar System for Networked Virtual Environments

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Publisher :
ISBN 13 :
Total Pages : 138 pages
Book Rating : 4.:/5 (53 download)

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Book Synopsis A Realistic Video Avatar System for Networked Virtual Environments by : Vivek Rajan

Download or read book A Realistic Video Avatar System for Networked Virtual Environments written by Vivek Rajan and published by . This book was released on 2002 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Avatars at Work and Play

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Publisher : Springer Science & Business Media
ISBN 13 : 1402038984
Total Pages : 287 pages
Book Rating : 4.4/5 (2 download)

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Book Synopsis Avatars at Work and Play by : Ralph Schroeder

Download or read book Avatars at Work and Play written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2006-07-08 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Networked Virtual Environments

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Publisher : Addison-Wesley Professional
ISBN 13 :
Total Pages : 370 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Networked Virtual Environments by : Sandeep Singhal

Download or read book Networked Virtual Environments written by Sandeep Singhal and published by Addison-Wesley Professional. This book was released on 1999 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to the principles and practices underlying state-of-the-art applications in this emerging field.

Implementation of a Human Avatar for the MARG Project in Networked Virtual Environments

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Publisher :
ISBN 13 : 9781423514992
Total Pages : 78 pages
Book Rating : 4.5/5 (149 download)

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Book Synopsis Implementation of a Human Avatar for the MARG Project in Networked Virtual Environments by : Faruk Yildiz

Download or read book Implementation of a Human Avatar for the MARG Project in Networked Virtual Environments written by Faruk Yildiz and published by . This book was released on 2004-03-01 with total page 78 pages. Available in PDF, EPUB and Kindle. Book excerpt: The objective of the ongoing MARG project is to animate human motions captured by 15 MARG sensors in wireless networked virtual environment (NVES). Three avatars were developed previously, but none of them met all the desired requirements. The first one was overly simplistic and did not implement H-Anim standards. The other two were created using laser-scanned data and followed the H-Anim standards, but one had its adjacent joints broken and the other was capable of rotating only one joint. Therefore, the cartoon-type humanoid, Andy, was developed to meet the needs of the MARG project. The humanoid Andy implements H-Anim standards using built-in X3D humanoid nodes and is capable of controlling all its 15 joints in NVES. Another need of the MARG project was a wireless network interface for real-fl me data streaming. A concurrent client- server program implementing multitasking using TCP and UDP protocols was developed for this purpose. Using WiSER24OO.IP serial adapters between the MARG sensors and the server program adds a wireless capability to the project. The server program converts the raw MARG sensor data to quatelnions using the Quest algorithm. Multiple clients are supported by the system. Each client program receives the motion data and updates the humanoid Andy.

The Social Life of Avatars

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Publisher :
ISBN 13 : 9781447102786
Total Pages : 246 pages
Book Rating : 4.1/5 (27 download)

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Book Synopsis The Social Life of Avatars by : Ralph Schroeder

Download or read book The Social Life of Avatars written by Ralph Schroeder and published by . This book was released on 2002-01-10 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.

Handbook of Virtual Environments

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Publisher : CRC Press
ISBN 13 : 080583270X
Total Pages : 1273 pages
Book Rating : 4.8/5 (58 download)

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Book Synopsis Handbook of Virtual Environments by : Kelly S. Hale

Download or read book Handbook of Virtual Environments written by Kelly S. Hale and published by CRC Press. This book was released on 2002-01-01 with total page 1273 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide their development efforts and addresses technology concerns, as well as the social and business implications with which those associated with the technology are likely to grapple. While each chapter has a strong theoretical foundation, practical implications are derived and illustrated via the many tables and figures presented throughout the book. The Handbook presents a systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given area of expertise to provide extensive scope and detail on VE technology. After providing an introduction to VE technology, the Handbook organizes the body of knowledge into five main parts: *System Requirements--specifies multimodal system requirements, including physiological characteristics that affect VE system design. *Design Approaches and Implementation Strategies--addresses cognitive design strategies; identifies perceptual illusions that can be leveraged in VE design; discusses navigational issues, such as becoming lost within a virtual world; and provides insights into structured approaches to content design. *Health and Safety Issues--covers direct physiological effects, signs, symptoms, neurophysiology and physiological correlates of motion sickness, perceptual and perceptual-motor adaptation, and social concerns. *Evaluation--addresses VE usability engineering and ergonomics, human performance measurement in VEs, usage protocols; and provides means of measuring and managing visual, proprioceptive, and vestibular aftereffects, as well as measuring and engendering sense of presence. *Selected Applications of Virtual Environments--provides a compendium of VE applications. The Handbook closes with a brief review of the history of VE technology. The final chapter provides information on the VE profession, providing those interested with a number of sources to further their quest for the keys to developing the ultimate virtual world.

Hello Avatar

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Publisher : MIT Press
ISBN 13 : 0262015714
Total Pages : 214 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Hello Avatar by : B. Coleman

Download or read book Hello Avatar written by B. Coleman and published by MIT Press. This book was released on 2011-11-04 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.

Avatar animation in networked virtual environments

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Publisher :
ISBN 13 :
Total Pages : 86 pages
Book Rating : 4.:/5 (92 download)

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Book Synopsis Avatar animation in networked virtual environments by : Maarten Wijnants

Download or read book Avatar animation in networked virtual environments written by Maarten Wijnants and published by . This book was released on 2003 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Developing Articulated Human Models from Laser Scan Data for Use as Avatars in Real-Time Networked Virtual Environments

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Publisher :
ISBN 13 : 9781423550372
Total Pages : 66 pages
Book Rating : 4.5/5 (53 download)

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Book Synopsis Developing Articulated Human Models from Laser Scan Data for Use as Avatars in Real-Time Networked Virtual Environments by : James A. Dutton

Download or read book Developing Articulated Human Models from Laser Scan Data for Use as Avatars in Real-Time Networked Virtual Environments written by James A. Dutton and published by . This book was released on 2001-09-01 with total page 66 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continuing gain in computing power, bandwidth, and Internet popularity there is a growing interest in Internet communities. To participate in these communities, people need virtual representations of their bodies, called avatars. Creation and rendering of realistic personalized avatars for use as virtual body representations is often too complex for real-time applications such as networked virtual environment (VE). Virtual Environment (VE) designers have had to settle for unbelievable, simplistic avatars and constrain avatar motion to a few discrete positions. The approach taken in this thesis is to use a full-body laser-scanning process to capture human body surface anatomical information accurate to the scale of millimeters. Using this 3D data, virtual representations of the original human model can be simplified, constructed and placed in a networked virtual environment. The result of this work is to provide photo realistic avatars that are efficiently rendered in real-time networked virtual environments. The avatar is built in the Virtual Reality Modeling Language (VRML). Avatar motion can be controlled either with scripted behaviors using the H-Anim specification or via wireless body tracking sensors developed at the Naval Postgraduate School. Live 3D visualization of animated humanoids is viewed in freely available web browsers.

Networking the Learner

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Publisher : Springer
ISBN 13 : 0387355960
Total Pages : 991 pages
Book Rating : 4.3/5 (873 download)

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Book Synopsis Networking the Learner by : Deryn M. Watson

Download or read book Networking the Learner written by Deryn M. Watson and published by Springer. This book was released on 2013-11-11 with total page 991 pages. Available in PDF, EPUB and Kindle. Book excerpt: Deryn Watson and Jane Andersen Editors INTRODUCTION The role of a Preface is to introduce the nature of the publication. The book that emerges from an IFIP Technical Committee World Conference on Computers in Education is complex, and this complexity lies in the nature of the event from which it emerges. Unlike a number of other major international conferences, those organised within the IFIP education community are active events. A WCCE is unique among major international conferences for the structure that deliberately ensures that all attendees are active participants in the development of the debate. In addition to the major paper presentations and discussion, from international authors, there are panel sessions and professional working groups who debate particular themes throughout the event. There is no doubt that this was not a dry academic conference - teachers, lecturers and experts, policy makers and researchers, leamers and manufacturers mingled and worked together to explore, reflect, discuss and plan for the future. The added value of this event was that we know that it will have an impact on future practice; networks will be formed, both virtual and real -ideas will change and new ones will emerge. Capturing the essence of this event is a challenge - this post-conference book has three parts. The first is the substantial number of theme papers.

Identity, Learning and Support in Virtual Environments

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Publisher : BRILL
ISBN 13 : 9087909942
Total Pages : 168 pages
Book Rating : 4.0/5 (879 download)

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Book Synopsis Identity, Learning and Support in Virtual Environments by :

Download or read book Identity, Learning and Support in Virtual Environments written by and published by BRILL. This book was released on 2009-01-01 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds and other virtual environments offer an adaptable context for applied and situated learning experiences. In this book, educators, instructional designers, librarians, administrators and scholars reflect on how to leverage constructivist, authentic, collaborative and complex interactive educational experiences through the use of these multisensory environments.

Avatars!

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Publisher : Addison Wesley Longman
ISBN 13 : 9780201688405
Total Pages : 604 pages
Book Rating : 4.6/5 (884 download)

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Book Synopsis Avatars! by : Bruce Damer

Download or read book Avatars! written by Bruce Damer and published by Addison Wesley Longman. This book was released on 1998 with total page 604 pages. Available in PDF, EPUB and Kindle. Book excerpt: With "Avatars!", readers can grab their avatar (a digital representation of themselves) and run to the nearest virtual world where they can experience the Internet. "Avatars!" focuses on what people do inside virtual worlds, such as building three-dimensional structures, navigating through the worlds, and learning digital etiquette and social interaction skills. A CD-ROM provides readers with ready-to-run worlds that connect them with thousands of other people on the Internet, and which are referenced in a companion Web site.

Hello Avatar

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Publisher : MIT Press
ISBN 13 : 0262549891
Total Pages : 214 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Hello Avatar by : B. Coleman

Download or read book Hello Avatar written by B. Coleman and published by MIT Press. This book was released on 2023-12-05 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.