- 1.Brooks, F.P (1999) What's Real about Virtual Reality? IEEE Computer Graphics and Applications, November/ December, 16-27.]] Google ScholarDigital Library
- 2.Reiland, N. (1999) Acting the Part, Research/Penn State, 20(1) January, http://www2.deasy.psu.edu/rps/jan99/act-ing. html.]]Google Scholar
- 3.Mateas, M. (1997) An Oz-Centric Review of Interactive Drama and Believable Agents, Technical Report CMU-CS- 97-156, School of Computer Science, Carnegie Mellon University, Pittsburgh, PA. June 1997.]]Google Scholar
- 4.Rousseau, D. and Hayes-Roth, B. (1997) Interacting with Personality-Rich Characters Stanford Knowledge Systems Laboratory Report KSL-97-06.]]Google Scholar
- 5.Kline, C.and Blumberg, B. (1999) The Art and Science of Synthetic Character Design, Proceedings of the AISB 1999 Symposium on AI and Creativity in Entertainment and Visual Art, Edinburgh, Scotland.]]Google Scholar
- 6.Perlin, K and Goldberg, A. (1996) Improv: A System for Scripting Interactive Actors in Virtual Worlds, Computer Graphics Proceedings (SIGGRAPH), 205-216.]] Google ScholarDigital Library
- 7.Pausch, R., Snoddy, J., Taylor, R., Watson, S., Haseltine, E. (1996) Disney's Aladdin: First Steps Toward Storytell-ing in Virtual Reality, Computer Graphics Proceedings (SIGGRAPH), 193-203.]] Google ScholarDigital Library
- 8.Greenhalgh, C., Bowers, J., Walker, G., Wyver, J. (1999) Creating a Live Broadcast from a Virtual Environment, Computer Graphics Proceedings (SIGGRAPH), 375-384.]] Google ScholarDigital Library
- 9.Slater, M., Sadagic, A., Usoh, M., Schroeder, R. (2000) Small Group Behavior in a Virtual and Real Environment: A Comparative Study, Presence: Teleoperators and Virtual Environments 9(1), 37-51.]] Google ScholarDigital Library
- 10.Bowers, J., Pycock, J., O'Brien, J. (1996) Talk and Embodiment in Collaborative Virtual Environments, CHI'96 Electronic Proceedings, http://www.acm.org/sig-chi/ chi96/proceedings/papers/Bowers/jb_txt.htm.]] Google ScholarDigital Library
- 11.Tromp, J., Steed, A., Frecon, E. Bullock, A., Sadagic, A., Slater, M. (1998) Small Group Behavior in the COVEN Project, IEEE CG&A, 18(6), 53-63.]] Google ScholarDigital Library
- 12.Steed, A., Slater, M., Sadagic, A., Tromp, J., Bullock, A. (1999) Leadership and collaboration in virtual environ-ments, IEEE Virtual Reality, Houston, March 1999, 58-63.]] Google ScholarDigital Library
- 13.Cassell, J. and Thorisson, K.R. (1999) The power of a nod and a glance: Envelope vs. emotional feedback in ani-mated conversational agents, Applied Artificial Intelli-gence, 13 (4-5), 519-539.]]Google ScholarCross Ref
- 14.Cassell, J. and Vilhjalmsson, H. (1999) Fully embodied conversational avatars: making communicative behaviors autonomous, Autonomous Agents and Multi-Agent Sys-tems, 2, 45-64.]] Google ScholarDigital Library
- 15.Fr~con, E. and Stenius, M. (1998) DIVE: A scaleable net-work architecture for distributed virtual environments, Distributed Systems Engineering Journal, 5(3), 91-100.]]Google ScholarCross Ref
- 16.Waters, K. (1987) A muscle model for animating three-dimensional facial expressions. Computer Graphics Pro-ceedings (SIGGRAPH), 21(4):17-24.]] Google ScholarDigital Library
- 17.Waters K. and Parke F. (1996) Computer Facial Anima-tion, A K Peters Ltd, ISBN: 1568810148.]] Google ScholarDigital Library
- 18.David Chambers, Professor of Acting and Directing, Yale School of Drama, Yale University, personal communica-tion, July 1999.]]Google Scholar
Index Terms
- Acting in virtual reality
Recommendations
Virtual reality and augmented reality in social learning spaces: a literature review
AbstractIn this survey, we explore Virtual Reality and Augmented Reality within social learning spaces, such as classrooms and museums, while also extending into relevant social interaction concepts found within more reality-based and social immersive ...
Tangible virtual reality in a multi-user environment
AutomotiveUI '19: Proceedings of the 11th International Conference on Automotive User Interfaces and Interactive Vehicular Applications: Adjunct ProceedingsDue to more and more recent technologies, better simulations can be developed, which can create a greater fusion between the real and virtual world and thus, also generate a higher degree of immersion. Higher levels of immersion can provide meaningful ...
Extending Virtual Reality Display Wall Environments Using Augmented Reality
SUI '19: Symposium on Spatial User InteractionTwo major form factors for virtual reality are head-mounted displays and large display environments such as CAVE®and the LCD-based successor CAVE2®. Each of these has distinct advantages and limitations based on how they’re used. This work explores ...
Comments