Playing Games Through the Virtual Life Network
Hansrudi Noser, Tolga Çapın, Igor Pandžić, Nadia Magnenat‐Thalmann, Daniel Thalmann
Abstract
Hansrudi Noser, Tolga Çapın, Igor Pandžić, Nadia Magnenat‐Thalmann, Daniel Thalmann
Abstract
Simulating autonomous virtual actors living in virtual worlds with human-virtual interaction and immersion is a new challenge. The sense of "presence" in the virtual environment is an important requirement for collaborative activities involving multiple remote users working with social interactions. Using autonomous virtual actors within the shared environment is a supporting tool for presence. This combination of Artificial Life with Virtual Reality cannot exist without the growing development of Computer Animation techniques and corresponds to its most advanced concepts and techniques. In this paper, we present a shared virtual life network with autonomous virtual humans that provides a natural interface for collaborative working and games. We explain the concept of virtual sensors for virtual humans and show an application in the area of tennis playing.
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Simulating autonomous virtual actors living in virtual worlds with human-virtual interaction and immersion is a new challenge. The sense of "presence" in the virtual environment is an important requirement for collaborative activities involving multiple remote users working with social interactions. Using autonomous virtual actors within the shared environment is a supporting tool for presence. This combination of Artificial Life with Virtual Reality cannot exist without the growing development of Computer Animation techniques and corresponds to its most advanced concepts and techniques. In this paper, we present a shared virtual life network with autonomous virtual humans that provides a natural interface for collaborative working and games. We explain the concept of virtual sensors for virtual humans and show an application in the area of tennis playing.
Key concepts: Immersion (mathematics), Computer science, Human–computer interaction, Virtual reality, Virtual machine, Metaverse, Instructional simulation, Animation