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Pieter Jorissen* Maarten Wijnants, Wim Lamotte

Using Collaborative Interactive Objects and Animation to Enable Dynamic Interactions in Collaborative Virtual Environments. Pieter Jorissen* Maarten Wijnants, Wim Lamotte. Overview. Interactions in CVEs Interactive Objects approach Avatars in CVEs

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Pieter Jorissen* Maarten Wijnants, Wim Lamotte

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  1. Using Collaborative Interactive Objects and Animation to Enable Dynamic Interactions in Collaborative Virtual Environments Pieter Jorissen* Maarten Wijnants, Wim Lamotte

  2. Overview • Interactions in CVEs • Interactive Objects approach • Avatars in CVEs • Creating more flexible avatar interaction • User input • Network setup • Network traffic • Results • Future Work

  3. 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,…)

  4. 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

  5. Interactions in CVEs

  6. 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

  7. 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

  8. Our Approach

  9. 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

  10. Interaction Layer

  11. 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

  12. Avatars in CVEs • Evolution: • Avatar is the users means of interaction • Proper avatar animation increases feeling of immersion

  13. 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

  14. 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

  15. User Input • Direct 3D input • Keyboard • Slow • Unintuitive • Difficult context switch • No reference • Microscribe-3D • Easy context switch • Intuitive => fast • No force feedback

  16. Network setup

  17. 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)

  18. Results • Collaborative World 1 • Hand interaction 1 • Hand Interaction 2

  19. Future Work • Adding AI agents • Large scale testing • Coupling to physical simulation engine • Head tracking + Stereo vision • Add force feedback • Usability study

  20. QUESTIONS ?

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