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Published byHannah Cobb Modified over 9 years ago
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Using Collaborative Interactive Objects and Animation to Enable Dynamic Interactions in Collaborative Virtual Environments Pieter Jorissen* Maarten Wijnants, Wim Lamotte
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Overview Interactions in CVEs Interactive Objects approach Avatars in CVEs Creating more flexible avatar interaction User input Network setup Network traffic Results Future Work
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Collaborative Virtual Environments (CVEs) Immersive 3D World Multiple participants (distributed) Users can interact through an avatar Navigate Interact with objects/other users Avatar represents the user and their interactions Position/orientation (3D model) Interactions (animations) (other: personality, emotion,…)
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Interactions in CVEs Traditional Navigation Direct interaction techniques for actor - object interactions Advanced behavior = case specific Hard-coded in application Result: Not very flexible Not runtime extensible Little reusability
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Interactions in CVEs
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Goal Make CVE worlds more interactive Generalize CVE interactions Make interactions independant of the application Allow new objects to be introduced at any time Make no distinction between different kinds of object interactions (avatars, objects, AI agents) Allow every object/avatar to interact with every other object/avatar in the world Single scheme for all CVE interactions Keep netwerk traffic as low as possible
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Our Approach Put interaction info and behaviors in the object description Describe behaviors in parameterized scripts Put only the general interaction scheme in the application (script handling, communication) Interaction layer communicates with the objects Objects can communicate with other objects through links and messages
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Our Approach
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Interactive Object Description Object Properties Parts, transformations, models, id, constraints,… Interaction Properties Commands, triggers, interaction zones Object Behaviors Scripts Trigger – script coupling XML Easy to read, easy to understand
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Interaction Layer
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Interactive Worlds Advantage Objects/parts are easy to modify (runtime) Objects/parts are easy to reuse New objects can be introduced at any time Interaction information could be used for planning Information can be used for network optimizations Disadvantage More work in the modeling stage Less programming (more scripting) High reusability of object description
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Avatars in CVEs Evolution: Avatar is the users means of interaction Proper avatar animation increases feeling of immersion
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Avatar Animation in CVEs Skeletal animation + Keyframed actions Advantages Low memory use Computationally inexpensive Disadvantages Lack of flexibility (fixed set of animations) More flexibility => Use inverse kinematics Very flexible Computationally more expensive
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Adding IK to the CVE avatar “Arm” movement (grasping, pointing, pushing,...) Store IK info separate from animated model IK joint chain End effector Joint constraints Joint reach (bounding box) Not human avatar specific !!! Direct control
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User Input User Input Direct 3D input Keyboard Slow Unintuitive Difficult context switch No reference Microscribe-3D Easy context switch Intuitive => fast No force feedback
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Network setup
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Network Traffic Startup: get world from server TCP Updates: UDP + multicast Keep it as low as possible!!! Use interactive object information (at server) Object/part constraints determine possible moves Animation Send only high level description (animID, start, stop) Animation synchronization not perfect, but unnecessary Inverse Kinematics Send only position of end effector Calculate joints locally (no perfect synch for all joints)
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Results Collaborative World 1 Collaborative World 1 Hand interaction 1 Hand interaction 1 Hand Interaction 2 Hand Interaction 2
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Future Work Adding AI agents Large scale testing Coupling to physical simulation engine Head tracking + Stereo vision Add force feedback Usability study
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QUESTIONS ?
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