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9780471988632

Avatars in Networked Virtual Environments

by ; ; ;
  • ISBN13:

    9780471988632

  • ISBN10:

    0471988634

  • Format: Hardcover
  • Copyright: 1999-07-01
  • Publisher: John Wiley & Sons Inc
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Summary

Avatars in Networked Virtual Environments Tolga K. ?apin 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.

Table of Contents

PREFACE xi
1 CONCEPTS IN NETWORKED VIRTUAL ENVIRONMENTS
1(14)
1.1 Virtual Environments
1(1)
1.2 Networked Virtual Environments
2(2)
1.3 Virtual Environments for Interaction
4(1)
1.4 Virtual Humans in NVEs
5(3)
1.5 Problem Domain
8(1)
1.6 Immersion and Presence
9(4)
1.7 Fidelities of NVEs
13(1)
1.8 Human Communication
14(1)
2 A TAXONOMY OF NETWORKED VIRTUAL ENVIRONMENTS
15(44)
2.1 Preconditions of NVEs
16(2)
2.1.1 Target Applications
16(1)
2.1.2 Underlying Network
17(1)
2.1.3 Projected Number and Properties of Connecting Hosts
18(1)
2.1.4 Input Devices and Rendering Systems
18(1)
2.2 Design Decisions for NVEs
18(39)
2.2.1 Host Program Architecture
18(16)
2.2.2 Data and Task Distribution Scheme
34(9)
2.2.3 Network Topology
43(5)
2.2.4 Avatar Representation
48(5)
2.2.5 Protocol
53(3)
2.2.6 Further Improvements of NVE Fidelities
56(1)
2.3 Summary of Existing NVE Systems
57(2)
3 THE VLNET SYSTEM
59(40)
3.1 Overview and Preconditions
61(4)
3.1.1 Precondition 1: Target Applications
61(1)
3.1.2 Precondition 2: Underlying Network
62(1)
3.1.3 Precondition 3: Projected Number of Connecting Hosts
63(1)
3.1.4 Input Devices and Rendering Systems
64(1)
3.2 Client Architecture: Multiprocess Integration
65(27)
3.2.1 Overview of Heterogeneous Parallelism in VLNET
66(2)
3.2.2 VLNET Client Architecture
68(7)
3.2.3 Driver Simulation Computations
75(2)
3.2.4 Driver Update to the External Interfaces
77(5)
3.2.5 Engine Detection of Update in External Interfaces
82(1)
3.2.6 Engine Internal Computations
83(1)
3.2.7 Engine Update of the VLNET Output Queue
84(2)
3.2.8 Communication Computations to Send VLNET Messages
86(1)
3.2.9 Communication Receipt of VLNET Messages
86(1)
3.2.10 Communication Update of Messages to VLNET Input Queue
86(1)
3.2.11 Engine Reading of Related Messages from VLNET Input Queue
86(1)
3.2.12 Engine Update of Internal Shared Memory
86(1)
3.2.13 Cull and Display Processes
87(1)
3.2.14 Dbase Process
87(1)
3.2.15 Complexity of Phases within a Frame
87(4)
3.2.16 Dependencies among Components
91(1)
3.3 Other Design Decisions
92(7)
3.3.1 Partitioning of the Virtual World: Rooms Connected by Portals
92(1)
3.3.2 Data Distribution Scheme: Sharing of Data
92(1)
3.3.3 Network Topology: Client-Server, Future Work on Multiple Servers
92(3)
3.3.4 Participant Embodiments as Realistic Virtual Humans
95(1)
3.3.5 VLNET Session Management and Communication Protocol
95(4)
4 REPRESENTATION OF VIRTUAL HUMANS
99(42)
4.1 Virtual Humans
99(1)
4.2 Why Virtual Humans in NVE?
100(1)
4.3 Architecture for Virtual Humans in NVEs
101(1)
4.4 Design Choices for Representation
102(7)
4.4.1 Articulated Structure for Virtual Human Modelling
102(3)
4.4.2 Scalability for Virtual Human Representation
105(1)
4.4.3 Computational Scalability
106(1)
4.4.4 Graphics Scalability
107(2)
4.5 Design Choices for Control
109(4)
4.5.1 Types of Virtual Human Control
109(4)
4.6 Motion Control Implementation
113(17)
4.6.1 Implementation of Human Animation Drivers
115(11)
4.6.2 Combination of Drivers
126(4)
4.7 Autonomous and Interactive Perceptive Actors
130(11)
4.7.1 Perception and Action
130(1)
4.7.2 Virtual Vision
131(1)
4.7.3 Virtual Audition
132(1)
4.7.4 Virtual Haptic
132(1)
4.7.5 Interactive Perceptive Actors
133(1)
4.7.6 Intercommunication between Synthetic Actors
133(1)
4.7.7 Sensing the Real World for a Synthetic Actor
134(2)
4.7.8 Towards `Intelligent' Actors
136(1)
4.7.9 Interfacing Autonomous Virtual Humans with the NVE
137(4)
5 FACIAL AND GESTURAL COMMUNICATION
141(28)
5.1 Introduction
141(1)
5.2 Facial Animation Using MPAs
142(3)
5.3 Video Texturing of the Face
145(2)
5.4 Model-Based Coding of Facial Expressions
147(8)
5.4.1 Initialization
148(1)
5.4.2 Head Tracking
149(2)
5.4.3 Jaw Rotation
151(1)
5.4.4 Data Verification
151(1)
5.4.5 Eyebrows
152(1)
5.4.6 Eyes
152(1)
5.4.7 Nose and Mouth
153(2)
5.5 Lip Movement Synthesis from Speech
155(1)
5.6 Predefined Expressions or Animations
156(1)
5.7 Avatars and Non-Verbal Communication
156(6)
5.7.1 The Field of Non-Verbal Communication in Social Sciences
156(3)
5.7.2 Introducing Social Science Theories into NVE Systems
159(3)
5.8 Non-Verbal Communication with 2D Interface
162(4)
5.9 Non-Verbal Communication with Chat Interface
166(1)
5.10 Autonomous Actor Control with Chat Interface
167(2)
6 NETWORKING DATA FOR VIRTUAL HUMANS
169(32)
6.1 Introduction
169(3)
6.2 Elements of Networking Scalability
172(1)
6.3 Loading Scalability
173(3)
6.3.1 Asynchronous Loading
173(2)
6.3.2 Progressive Downloading
175(1)
6.4 Transformation Scalability
176(2)
6.5 Comparison of Representation Types
178(3)
6.6 Bandwidth Scalability
181(1)
6.7 Lossless Compression of Posture Data
182(5)
6.7.1 Joint Grouping
182(2)
6.7.2 Downloadable Drivers
184(3)
6.8 Lossy Compression of Posture Data
187(2)
6.8.1 Multiple Levels of Resolution for Joint Angles
187(1)
6.8.2 Transmission of a Subset of Joints
188(1)
6.9 Data Compression Tools
189(2)
6.10 Dead Reckoning
191(6)
6.10.1 Dead Reckoning for Virtual Human Figures
192(1)
6.10.2 Kalman Filtering
193(4)
6.10.3 Dead-Reckoning Algorithm for Virtual Body
197(1)
6.11 Filtering
197(4)
7 STANDARDS FOR NVEs AND VIRTUAL HUMANS
201(16)
7.1 MPEG-4 Face and Body Animation Specification
201(6)
7.1.1 Introduction to MPEG-4
201(2)
7.1.2 Face and Body Animation (FBA)
203(4)
7.2 VRML 2.0 HAnim Specification
207(5)
7.3 Bitstream Contents in NVE Applications
212(2)
7.3.1 Download
212(1)
7.3.2 State Updates
213(1)
7.3.3 Events
213(1)
7.3.4 System Messages
213(1)
7.3.5 Video
213(1)
7.3.6 Audio
213(1)
7.3.7 Text
214(1)
7.4 How MPEG-4 Can Meet NVE Requirements
214(2)
7.4.1 Download
214(1)
7.4.2 State Updates
214(1)
7.4.3 Events and System Messages
215(1)
7.4.4 Video
215(1)
7.4.5 Audio
215(1)
7.4.6 Text
216(1)
7.4.7 Integration
216(1)
7.5 Concluding Remarks
216(1)
8 APPLICATIONS AND EXPERIMENTS
217(34)
8.1 Potential Applications
217(1)
8.2 Example Applications and Programming Results
217(9)
8.3 Evaluation of Virtual Human Embodiment in NVEs
226(5)
8.4 Performance of the System
231(7)
8.4.1 Display Rate for Different Resolutions
231(2)
8.4.2 Computations at the Body Representation Engine
233(2)
8.4.3 Computations at the Body Driver
235(2)
8.4.4 Performance of the Architecture
237(1)
8.5 Networking Results
238(13)
8.5.1 Loading Results
238(1)
8.5.2 Traffic Measurement during Interaction
239(3)
8.5.3 Analysis of the Network Results
242(1)
8.5.4 Downloadable Drivers
243(1)
8.5.5 Compression Results
244(1)
8.5.6 Dead-Reckoning Results
245(6)
9. CONCLUSION
251(2)
BIBLIOGRAPHY 253(12)
INDEX 265

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