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A multi-user framework supporting video-based avatars

Published: 22 May 2003 Publication History

Abstract

In this paper we present our ongoing work in setting up a multi-user framework that supports video texturing on avatars, creating added value for both gaming and collaborative work applications. Limiting the data propagation and bandwidth usage is a key goal when targeting a scalable application that will be deployed on a general-purpose network such as the Internet. We therefore present a number of techniques that can be used in these circumstances, including increased client responsibilities and multicast communications. By making full use of the increased client processing power and bandwidth, we can relieve the server of many of its traditional roles. At the same time, we can target a range of network-enabled devices by handing over control of quality parameters to the individual clients. Through the combination of real-time video distribution and animated avatars, we aim to achieve an increased level of immersion in the virtual world.

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cover image ACM Conferences
NetGames '03: Proceedings of the 2nd workshop on Network and system support for games
May 2003
168 pages
ISBN:1581137346
DOI:10.1145/963900
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 22 May 2003

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May 22 - 23, 2003
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Cited By

View all
  • (2011)Real-time 3D video communication in 3D virtual worlds: Technical realization of a new communication conceptBell Labs Technical Journal10.1002/bltj.2048616:1(63-76)Online publication date: 1-Jun-2011
  • (2010)Mixed reality in virtual world teleconferencingProceedings of the 2010 IEEE Virtual Reality Conference10.1109/VR.2010.5444792(179-182)Online publication date: 20-Mar-2010
  • (2009)Virtual Interactive CommunitiesProceedings of the 2009 International Conference on CyberWorlds10.1109/CW.2009.33(154-162)Online publication date: 7-Sep-2009
  • (2009)ALVIC-NGMultimedia Tools and Applications10.1007/s11042-009-0299-345:1-3(109-131)Online publication date: 1-Oct-2009
  • (2008)ALVIC versus the internetInternational Journal of Computer Games Technology10.1155/2008/5943132008(1-9)Online publication date: 1-Jan-2008
  • (2008)Dynamic server allocation in a real-life deployable communications architecture for networked gamesProceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games10.1145/1517494.1517508(66-71)Online publication date: 21-Oct-2008
  • (2008)Large‐scale networked virtual environments: architecture and applicationsCampus-Wide Information Systems10.1108/1065074081092147525:5(329-341)Online publication date: 7-Nov-2008
  • (2007)A virtual interactive community platform supporting education for long-term sick childrenProceedings of the 4th international conference on Cooperative design, visualization, and engineering10.5555/1776926.1776933(58-69)Online publication date: 16-Sep-2007
  • (2007)A Virtual Interactive Community Platform Supporting Education for Long-Term Sick ChildrenCooperative Design, Visualization, and Engineering10.1007/978-3-540-74780-2_7(58-69)Online publication date: 2007
  • (2006)Telebuddies on the moveProceedings of 5th ACM SIGCOMM workshop on Network and system support for games10.1145/1230040.1230084(18-es)Online publication date: 30-Oct-2006
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