Virtual human representation and communication in VLNet
dc.citation.epage | 53 | en_US |
dc.citation.issueNumber | 2 | en_US |
dc.citation.spage | 42 | en_US |
dc.citation.volumeNumber | 17 | en_US |
dc.contributor.author | Capin, T. K. | en_US |
dc.contributor.author | Noser, H. | en_US |
dc.contributor.author | Thalmann, D. | en_US |
dc.contributor.author | Pandzic, I. S. | en_US |
dc.contributor.author | Thalmann, N. M. | en_US |
dc.date.accessioned | 2016-02-08T10:48:46Z | |
dc.date.available | 2016-02-08T10:48:46Z | |
dc.date.issued | 1997 | en_US |
dc.department | Department of Computer Engineering | en_US |
dc.description.abstract | Using virtual humans to represent participants promotes realism in networked VEs. Different message types used to animate the human body and face impose varying network requirements, as analyzed here. | en_US |
dc.description.provenance | Made available in DSpace on 2016-02-08T10:48:46Z (GMT). No. of bitstreams: 1 bilkent-research-paper.pdf: 70227 bytes, checksum: 26e812c6f5156f83f0e77b261a471b5a (MD5) Previous issue date: 1997 | en |
dc.identifier.doi | 10.1109/38.574680 | en_US |
dc.identifier.issn | 0272-1716 | |
dc.identifier.uri | http://hdl.handle.net/11693/25663 | |
dc.language.iso | English | en_US |
dc.publisher | Institute of Electrical and Electronics Engineers | en_US |
dc.relation.isversionof | https://doi.org/10.1109/38.574680 | en_US |
dc.source.title | IEEE Computer Graphics and Applications | en_US |
dc.subject | Computer graphics | en_US |
dc.subject | Human engineering | en_US |
dc.subject | Man machine systems | en_US |
dc.subject | Visualization | en_US |
dc.subject | Virtual life networks | en_US |
dc.subject | Virtual reality | en_US |
dc.title | Virtual human representation and communication in VLNet | en_US |
dc.type | Article | en_US |
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