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Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter

H. van Welbergen, A. Nijholt, D. Reidsma, J. Zwiers
2006 IEEE Intelligent Systems  
The architecture Our virtual presenter's architecture (see figure 2) is inspired by the pipeline architecture idea, mentioned in Jonathan Gratch's research on creating interactive virtual humans. 2 The  ...  Figure 2 . 2 The virtual presenter's system architecture. Figure 1 . 1 The virtual presenter.  ...  His research interests include virtual reality and graphics, animation, multimodal interaction, and virtual tutoring. He received his MSc in human media interaction from the University of Twente.  ... 
doi:10.1109/mis.2006.101 fatcat:hjz7u7cgfrhpzcsugqsdkazyqy

Towards an architecture for intelligent control of narrative in interactive virtual worlds

R. Michael Young, Mark Riedl
2003 Proceedings of the 8th international conference on Intelligent user interfaces - IUI '03  
Here we describe the architecture of the Mimesis system, which integrates a 3D graphical gaming environment with intelligent techniques for generating and controlling interaction with and within a narrative  ...  in order to create an engaging and coherent user experience.  ...  The Mimesis architecture has been designed and implemented by a number of students, including Mark P. Branly, David Christian, Milind Kulkarni, R. J. Martin, and C. J. Saretto.  ... 
doi:10.1145/604079.604108 fatcat:g23unesq3jf4foc4djomjdvx3y

Towards an architecture for intelligent control of narrative in interactive virtual worlds

R. Michael Young, Mark Riedl
2003 Proceedings of the 8th international conference on Intelligent user interfaces - IUI '03  
Here we describe the architecture of the Mimesis system, which integrates a 3D graphical gaming environment with intelligent techniques for generating and controlling interaction with and within a narrative  ...  in order to create an engaging and coherent user experience.  ...  The Mimesis architecture has been designed and implemented by a number of students, including Mark P. Branly, David Christian, Milind Kulkarni, R. J. Martin, and C. J. Saretto.  ... 
doi:10.1145/604045.604108 dblp:conf/iui/YoungR03 fatcat:gnjfbbsperguhm6ihdq3ko3lb4

An Open Modular Architecture for Effective Integration of Virtual Worlds in the Web

Sergiy Byelozyorov, Vincent Pegoraro, Philipp Slusallek
2011 2011 International Conference on Cyberworlds  
In this paper, we present a new open architecture that combines several emerging and established technologies to provide convenient tools for developing virtual worlds in the Web.  ...  Overall the modular architecture allows virtual worlds to be developed more quickly and more widely deployed.  ...  An example of a virtual world running in the browser using our architecture.  ... 
doi:10.1109/cw.2011.17 dblp:conf/cw/ByelozyorovPS11 fatcat:sqmlsievgfachkgh2irmxyrkgi

Presenting in Virtual Worlds: Towards an Architecture for a 3D Presenter Explaining 2D-Presented Information [chapter]

Herwin van Welbergen, Anton Nijholt, Dennis Reidsma, Job Zwiers
2005 Lecture Notes in Computer Science  
In this paper we contribute the design of a 3D virtual presenter that uses different output channels to present and explain.  ...  An Architecture for a Virtual Presenter Building a virtual presenter brings together many different techniques, including facial animation, speech, emotion/style generation and body animation.  ...  The audience of the presenter will consist of humans, humans represented by embodied agents in the virtual world, autonomous agents that decided to visit the virtual lecture room or have been assigned  ... 
doi:10.1007/11590323_21 fatcat:6g7fv2aqxfgs7jqsxeahcgvdie

An action selection architecture for autonomous virtual humans in persistent worlds

Etienne De Sevin
2006
Indeed action selection architectures for autonomous virtual humans need to be reactive, proactive, motivational, and emotional to obtain a high degree of autonomy and individuality.  ...  Results demonstrate that the model is sufficiently efficient, robust and flexible for designing motivational autonomous virtual humans in persistent worlds.  ...  Requirements for designing individual autonomous virtual humans We summarize some criteria necessary for modeling efficient action selection architectures for autonomous virtual humans in persistent worlds  ... 
doi:10.5075/epfl-thesis-3468 fatcat:qxzkxhrnfncv7kdw7drym2gi4u

Towards an Architecture Model for Emotion Recognition in Interactive Systems: Application to a Ballet Dance Show

Alexis Clay, Nadine Couture, Laurence Nigay
2009 ASME-AFM 2009 World Conference on Innovative Virtual Reality   unpublished
Our goal is threefold: first, developing an architecture model for emotion recognition. This architecture model emphasizes multimodality and reusability.  ...  Second, developing a prototype based on this architecture model. For this prototype we focus on gesturebased emotion recognition. And third, using this prototype for augmenting a ballet dance show.  ...  CONCLUSION In this paper we have presented an overview of our work in progress for augmenting a ballet dance show, from the design of a flexible and multimodal architecture system for emotion recognition  ... 
doi:10.1115/winvr2009-704 fatcat:ornyk6twrzaobgcn55kk3qc57a

A Phenomenological Framework of Architectural Paradigms for the User-Centered Design of Virtual Environments

Matthew Gladden
2018 Multimodal Technologies and Interaction  
suboptimal results if an initial design relied on an inappropriate architectural approach.  ...  By considering the unique possibilities for structuring and experiencing space within virtual environments and reinterpreting Norberg-Schulz's schemas in the context of virtual environment design, a novel  ...  Figure 5 . 5 The proposed process of UCD for a virtual environment adds the explicit step of selecting an appropriate architectural paradigm.  ... 
doi:10.3390/mti2040080 fatcat:svundoc7jjcyxm6wfvlz7xq2fa

From Trend Analysis to Virtual World System Design Requirement Satisfaction Study [article]

Bingqing Shen, Weiming Tan, Jingzhi Guo, Hongming Cai, Bin Wang, Shuaihe Zhuo
2020 arXiv   pre-print
We then discuss the requirement satisfaction of existing virtual world system architectures and highlight their limitations through a literature survey.  ...  The comparison of existing system architectures sheds some light on future virtual world system development to match the changing trends of the user market.  ...  In the Virtual Net architecture, a Mesh is a set of replicated virtual nodes. One Mesh is assigned to each user for running virtual world applications.  ... 
arXiv:2001.02433v3 fatcat:y6pfdd2fkzf5pnrzrwzsip5xhi

Distributed Technology-Sustained Pervasive Applications [article]

Kim J.L. Nevelsteen
2016 arXiv   pre-print
This dissertation uses multiple iterations of the method framework for Design Science for the design and development of three software system architectures.  ...  The requirements, for technology-sustained pervasive games, are verified through the design, development and demonstration of the three software system architectures. The ...  ...  for 'Virtual World' . . . . . . . 17 2.2.4 III: The most extensive architecture herein, for CN:H, was with the aim of designing an architectural back-end for a technology-sustained pervasive game  ... 
arXiv:1604.02892v1 fatcat:4s4bd6jy7vch3itxanzieif724

xGroupware: Supporting Collaborative Cross-Reality Environments using Multi-Agents System

Katia Fabiola Cánepa Vega, Débora Cardador, Hugo Fuks, Carlos Lucena
2011 Journal of Interactive Systems  
different technologies for enabling message exchange between virtual and real worlds users using wearable computers.  ...  This paper presents xGroupware, a cross-reality meetingware that coordinates some activities to support remote workgroup. xGroupware was developed based on a multiagent system architecture that integrates  ...  and by adopting an MASbased architecture.  ... 
doi:10.5753/jis.2011.604 fatcat:ju6af2d27jdirmalne2yiquqzu

Improving Reusability of Assets for Virtual Worlds while Preserving 3D Formats Features

Rozenn Bouville Berthelot, Thierry Duval, Jérôme Royan, Bruno Arnaldi
2011 Journal of Virtual Worlds Research  
We propose a generic architecture that allows mixing several 3D formats in a single viewer whatever the rendering engine used by the virtual world.  ...  , a component which aims at interfacing communication between virtual world inputs (e.g. 3D files) and outputs (e.g. the interactive visualization window).  ...  For example, Hu and Jiang in (Hu & Jiang, 2008 ) present a client-server architecture called "Plug" to find and access networked virtual worlds.  ... 
doi:10.4101/jvwr.v4i3.6123 fatcat:vvnugluqozeutm76vu6ndzwt5a

Noclip World: Drawing the disruptions of virtual video game environments

Luke Caspar Pearson
2017 Drawing Research Theory Practice  
Noclip World questions whether the architect producing drawings of these virtual spaces can become surrogates for the opaque zone of Flusser's camera, becoming a 'black box' themselves.  ...  Noclip World is an ongoing research project in which I seek to expose the underlying logics of videogame spaces using hand drawing as a critical tool.  ...  Noclip World is an ongoing research project that takes transgressive attitudes towards virtual space and uses it to generate architectural drawings from the significant surfaces of the screenshot.  ... 
doi:10.1386/drtp.2.1.23_1 fatcat:7ruuwo6j6zclnimwl2ewrxvpda

Investigating the Concept of Consumers as Producers in Virtual Worlds: Looking through Social, Technical, Economic, and Legal Lenses [chapter]

Holger M. Kienle, Andreas Lober, Crina A. Vasiliu, Hausi A. Müller
2010 Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering  
Consumers as producers poses unique challenges and opportunities for both operators and users of virtual worlds.  ...  While the degrees of freedom for usergenerated content differ depending on the world, instances of consumers as producers can be found in many virtual worlds.  ...  For example, the social lens argues for an architecture where users feel at home and encourages them to engage in an emergent society.  ... 
doi:10.1007/978-3-642-11743-5_15 fatcat:2d7kexximzd4rnb47gnemfpvfm

Innovation in Architecture Education: Collaborative Learning Method Through Virtual Reality

2021 Journal of Higher Education Theory and Practice  
Architecture education is recognised for its collaborative approach, which stems from apprenticeships and design studio contexts.  ...  The goal is to look at how virtual reality might help with cooperation in architectural classes.  ...  Techniques for Incorporating Virtual Reality Into Architecture One of the disciplines that could benefit from virtual reality is architecture.  ... 
doi:10.33423/jhetp.v21i16.4909 fatcat:jw3qcpt7brdzxbjudxtglgzjme
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