Hand-held computing devices are ubiquitous and have become part of our lives these days. Moreover, hand-held devices are also increasingly being equipped with special sensors and ...
We introduce a framework for advanced behavioral animation in virtual humans, which addresses the challenging open problem of simulating social interactions between pedestrians in...
In recent years 3D virtual characters have become more common in desktop interfaces, particularly in gaming and entertainment applications. In this paper we describe how augmented...
Daniel Wagner, Mark Billinghurst, Dieter Schmalsti...
We derive a complete component framework for transforming standalone VR applications into full-fledged multithreaded Collaborative Virtual Reality Environments (CVREs), after char...
Interactive virtual reality requires at least 60 frames per second in order to ensure smooth motion. For a good immersive experience, it is also necessary to have low end-to-end l...
Yang-Wai Chow, Ronald Pose, Matthew Regan, James P...