Interaction Between Real and Virtual Humans: Playing Checkers
dc.contributor.author | Torre, Rémy | en_US |
dc.contributor.author | Fua, Pascal | en_US |
dc.contributor.author | Balcisoy, Selim | en_US |
dc.contributor.author | Ponder, Michal | en_US |
dc.contributor.author | Thalmann, Daniel | en_US |
dc.contributor.editor | J. D. Mulder and R. van Liere | en_US |
dc.date.accessioned | 2014-01-27T09:24:55Z | |
dc.date.available | 2014-01-27T09:24:55Z | |
dc.date.issued | 2000 | en_US |
dc.description.abstract | For some years, we have been able to integrate virtual hu- mans into virtual environments. As the demand for Augmented Reality systems grows, so will the need for these synthetic humans to coexist and interact with humans who live in the real world. In this paper, we use the example of a checkers game between a real and a virtual human to demonstrate the integration of techniques required to achieve a realistic- looking interaction in real-time. We do not use cumbersome devices such as a magnetic motion capture system. Instead, we rely on purely image- based techniques to address the registration issue, when the camera or the objects move, and to drive the virtual human's behavior. | en_US |
dc.description.seriesinformation | Eurographics Workshop on Virtual Environments | en_US |
dc.identifier.isbn | 3-211-83516-4 | en_US |
dc.identifier.issn | 1727-530X | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGVE/EGVE00/023-032 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Interaction Between Real and Virtual Humans: Playing Checkers | en_US |
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