Definition
Virtual humans are used as interfaces as well as real-time augmentations (three-dimensional computer-generated superimpositions) in real environments, as experienced by users though specialized equipment for enhanced mobility (e.g. ultra mobile PCs and video see-through glasses).
Recent advances in hardware and software for mobile computing have enabled a new breed of mobile Augmented Reality systems and applications featuring interactive virtual characters. This has resulted from the convergence of the tremendous progress in mobile computer graphics and mobile AR interfaces. In this paper, we focus on the evolution of our algorithms and their integration towards improving the presence and interactivity of virtual characters in real and virtual environments, as we realize the transition from mobile workstations to ultra-mobile PC’s. We examine in detail three crucial parts of such systems: user-tracked...
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier, and B. MacIntyre, “Recent Advances in Augmented Reality,” IEEE Computer Graphics and Applications, Vol. 21, No. 6, 2001, pp. 34–47.
M. Ponder, G. Papagiannakis, T. Molet, N. Magnenat-Thalmann, and D. Thalmann, “VHD++ Framework: Extendible Game Engine with Reusable Components, for VR/AR R&D Featuring Advanced Virtual Character Simulation Technologies,” Proceedings of Computer Graphics International 2003, pp. 96–104, IEEE Computer Society, 2003.
G. Papagiannakis, G. Singh, and N. Magnenat-Thalmann, “A Survey of Mobile and Wireless Technologies for Augmented Reality Systems,” Journal of Computer Animation and Virtual Worlds, Wiley, 2008, (to appear).
I. Barakonyi and D. Schmalstieg, “Ubiquitous Animated Agents for Augmented Reality,” Proceedings of ISMAR 2006 (IEEE and ACM International Symposium on Mixed and Augmented Reality), 2006, pp. 145–154.
G. Papagiannakis, and N. Magnenat-Thalmann, “Mobile Augmented Heritage: Enabling Human Life in Ancient Pompeii,” International Journal of Architectural Computing, Multi-Science, Vol. 5, No. 2, 2007, pp. 395–415.
G. Papagiannakis, S. Schertenleib, B. O’Kennedy, M. Arevalo-Poizat, N. Magnenat-Thalmann, A. Stoddart, and D. Thalmann, “Mixing Virtual and Real Scenes in the Site of Ancient Pompeii,” Vol. 16, No. 1, pp. 1–24, Computer Animation and Virtual Worlds, Wiley, 2005.
J.M. Mccarthy, “Introduction to Theoretical Kinematics,” MIT, Cambridge, MA, USA, ISBN:0-262-13252-4, 1990.
L. Vacchetti, V. Lepetit, M. Ponder, G. Papagiannakis, P. Fua, D. Thalmann, and N. Magnenat-Thalmann, “Stable Real-time AR Framework for Training and Planning in Industrial Environments,” Virtual Reality and Augmented Reality Applications in Manufacturing, Ong, Soh K., Nee, ISBN:1-85233-796-6, Springer, Berlin, London, 2004.
A. Egges, G. Papagiannakis, and N. Magnenat-Thalmann, “Presence and Interaction in Mixed Realities,” Springer, Berlin, London, Visual Computer, Vol. 23, No. 5, 2007, pp. 317–333.
P. Chaudhuri, P. Kalra, and S. Banerjee, “View-Dependent Character Animation,” Springer, Berlin, London, ISBN:978-1-84628-591-2, 2007.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2008 Springer-Verlag
About this entry
Cite this entry
Magnenat-Thalmann, N., Papagiannakis, G., Chaudhuri, P. (2008). Interactive Virtual Humans in Mobile Augmented Reality. In: Furht, B. (eds) Encyclopedia of Multimedia. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-78414-4_29
Download citation
DOI: https://doi.org/10.1007/978-0-387-78414-4_29
Publisher Name: Springer, Boston, MA
Print ISBN: 978-0-387-74724-8
Online ISBN: 978-0-387-78414-4
eBook Packages: Computer ScienceReference Module Computer Science and Engineering