T
he fast pace in computing, graphics, and
networking technologies plus the
demands of real-life applications have impelled the
development of more realistic virtual environments
(VEs). Realism depends on a believable appearance and
simulation of the virtual world and also implies a nat-
ural representation of participants. This representation
includes
■ a visual embodiment of the user,
■ a means of interacting with the world, and
■ a means of feeling various attributes of the world
using the senses.
Realism in participant represen-
tation involves two elements: believ-
able appearance and realistic
movements. This becomes even
more important in multiuser net-
worked virtual environments (NVE),
since the participants’ representa-
tions are used for communication.
We can define an NVE as a single
environment shared by multiple
participants connected from differ-
ent hosts. The participants’ local
program typically stores the whole
or a subset of the scene description,
and they use their own avatars to
move around the scene. Rendering
takes place from their own view-
points. This avatar representation in
NVEs has crucial functions in addi-
tion to those of single-user virtual
environments:
■ Perception (to see if anyone is around)
■ Localization (to see where the other person is)
■ Identification (to recognize the person)
■ Visualization of others’ interest focus (to see where
the person’s attention is directed)
■ Visualization of others’ actions (to see what the other
person is doing and what she means through gestures)
■ Social representation of self through decoration of
the avatar (to know what the other participants’ task
or status is)
Using virtual human figures for avatar representation
fulfills these functions realistically, providing a direct
relationship between how we control our avatars in the
virtual world and how our avatars move in response to
this control. Even with limited sensor information, we
can construct a virtual human frame that reflects the
user’s activities in the virtual world. Slater and Usoh
1
indicated that using even a simple virtual body increas-
es the sense of presence in the virtual world. (See the
sidebar “Definitions and Concepts” for explanations of
the terms used in this article.)
NVEs with virtual humans are emerging from two
threads of research with a bottom-up tendency. First,
over the past several years, many NVE systems have
been created using various types of network topologies
and computer architectures. The practice is to bring
together different, previously developed monolithic
applications within one standard interface, building
multiple logical or actual processes to handle separate
elements of the VE. Second, at the same time, virtual
human research has developed to the point of provid-
ing realistic-looking virtual humans that can be ani-
mated with believable behaviors in multiple levels of
control. Inserting virtual humans in the NVE is a com-
plex task. The main issues include
■ selecting a scalable architecture to combine these two
complex systems,
■ modeling the virtual human with a believable
appearance for interactive manipulation,
■ animating the virtual human with a minimal number
of sensors to achieve maximal behavioral realism, and
■ investigating different methods to decrease the net-
working requirements for exchanging complex vir-
tual human information.
Tolga K. Capin, Hansrudi Noser, and
Daniel Thalmann
Swiss Federal Institute of Technology
Igor Sunday Pandzic and
Nadia Magnenat Thalmann
University of Geneva
Virtual Human
Representation
and
Communication
in VLNet
0272-1716/97/$10.00 © 1997 IEEE
3D and Multimedia on the Information Superhighway
42 M arch-April 1997
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.
.