In order to populate virtual cities, it is necessary to specify the behaviour of dynamic entities such as pedestrians or car drivers. Since it is not possible to construct in real...
Emergent game formats, such as machinima, that use game worlds as expressive 3D performance spaces have new expressive powers with an increase of the quality of their underlying g...
This paper proposes a new method for real-time rigid body simulations based on a volumetric penalty method. The penalty method, which employs spring-damper model, is a simple and ...
The realism of avatars in terms of behavior and form is critical to the development of collaborative virtual environments. In the study we utilized state of the art, realtime face...
Jeremy N. Bailenson, Nick Yee, Dan Merget, Ralph S...
This paper describes an approach to construct interactive virtual environments, which are suitable for the development of artificial virtual human life simulations. Our main goal i...
Marcelo Kallmann, Etienne de Sevin, Daniel Thalman...