Controlling virtual world by the real world devices with an MPEG-V framework

Seungju Han, Jae-Joon Han, Youngkyoo Hwang, Jungbae Kim, Won-Chul Bang, J. D. Kim, Chang-Yeong Kim
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引用次数: 6

Abstract

The recent online networked virtual worlds such as SecondLife, World of Warcraft and Lineage have been increasingly popular. A life-scale virtual world presentation and the intuitive interaction between the users and the virtual worlds would provide more natural and immersive experience for users. The emergence of novel interaction technologies such as sensing the facial expression and the motion of the users and the real world environments could be used to provide a strong connection between them. For the wide acceptance and use of the virtual world, a various type of novel interaction devices should have a unified interaction formats between the real world and the virtual world and interoperability among virtual worlds. Thus, MPEG-V Media Context and Control (ISO/IEC 23005) standardizes such connecting information. The paper provides an overview and its usage example of MPEG-V from the real world to the virtual world (R2V) on interfaces for controlling avatars and virtual objects in the virtual world by the real world devices. In particular, we investigate how the MPEG-V framework can be applied for the facial animation of an avatar in various types of virtual worlds.
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用MPEG-V框架控制现实世界设备的虚拟世界
最近在线网络虚拟世界,如SecondLife,魔兽世界和天堂越来越受欢迎。逼真的虚拟世界呈现,用户与虚拟世界的直观交互,将为用户提供更加自然、身临其境的体验。新的交互技术的出现,如感知用户的面部表情和运动,以及现实世界的环境,可以用来提供他们之间的强连接。为了虚拟世界的广泛接受和使用,各种类型的新型交互设备应该具有现实世界与虚拟世界之间统一的交互格式和虚拟世界之间的互操作性。因此,MPEG-V媒体环境和控制(ISO/IEC 23005)对这种连接信息进行了标准化。本文概述了MPEG-V从现实世界到虚拟世界(R2V)技术在现实世界设备控制虚拟世界中的虚拟人物和虚拟对象的接口上的应用实例。特别是,我们研究了如何将MPEG-V框架应用于各种虚拟世界中角色的面部动画。
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