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» Animation of Human Walking in Virtual Environments
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CGF
2000
96views more  CGF 2000»
14 years 9 months ago
Realistic collision avoidance of upper limbs based on neuroscience models
When articulated figures interact in a 3D environment, collisions are highly likely and must often be avoided. We present a method automatically producing realistic collision-free...
Jean-Christophe Nebel
ICPR
2004
IEEE
15 years 10 months ago
Motion Capture Based on Color Error Maps in a Distributed Collaborative Environment
In this paper a composite framework for collaborative working is presented. The framework includes real-time motion tracking based on computer vision from standard webcams situate...
Alberto Del Bimbo, Alessandro Valli, Fabio Pucci, ...
91
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ATAL
2008
Springer
14 years 11 months ago
Being a part of the crowd: towards validating VR crowds using presence
Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, we propose level of presence achieved by a human in a virtual environment (VE) ...
Nuria Pelechano, Catherine Stocker, Jan M. Allbeck...
SAC
1998
ACM
15 years 1 months ago
Applying videogame technologies to video conferencing systems
We have developed a desktop meeting environment named FreeWalk that supports casual meetings in a 3-dimensional (3D) virtual shared space, community common. Tools for human commun...
Toshikazu Nishimura, Hideyuki Nakanishi, Chikara Y...
GAMEON
2000
14 years 10 months ago
Artificial Life Techniques for Generating Controllers for Physically Modelled Characters
The realistic physical modelling of characters in games and virtual worlds is becoming a viable alternative to more traditional animation techniques. Physical modelling can enhanc...
Tim Taylor