Real-time 3D video avatar in mixed reality: An implementation for immersive telecommunication

Sang Yup Lee, Sang C. Ahn, Hyoung Gon Kim, Myo Taeg Lim

Research output: Contribution to journalArticle

2 Citations (Scopus)

Abstract

This article presents an implementation of a real-time dynamic 3D avatar from multiview cameras for immersive telecommunication. Immersive telecommunication is a new challenging field that enables a user to share a virtual space with remote participants, providing users with a sense of telepresence and interaction. The main objective is to offer rich communication modalities, as similar as those used in face-to-face meetings, like gestures, gaze awareness, realistic images, and correct sound direction. As a result, the user can be immersed and has natural interaction with remote participants. This would overcome the limitations of conventional video-based telecommunication as well as the VR-based collaborative virtual environment approaches.

Original languageEnglish
Pages (from-to)491-506
Number of pages16
JournalSimulation and Gaming
Volume37
Issue number4
DOIs
Publication statusPublished - 2006 Dec 1

Fingerprint

telecommunication
Telecommunication
Virtual reality
Cameras
Acoustic waves
communication
Communication
video
Avatar
Telecommunications
Interaction

Keywords

  • 3D video avatar
  • Image-based rendering
  • Immersive display environment
  • Immersive telecommunication
  • Mixed reality
  • Natural interaction
  • Real time
  • Telepresence
  • virtual reality

ASJC Scopus subject areas

  • Tourism, Leisure and Hospitality Management

Cite this

Real-time 3D video avatar in mixed reality : An implementation for immersive telecommunication. / Lee, Sang Yup; Ahn, Sang C.; Kim, Hyoung Gon; Lim, Myo Taeg.

In: Simulation and Gaming, Vol. 37, No. 4, 01.12.2006, p. 491-506.

Research output: Contribution to journalArticle

Lee, Sang Yup ; Ahn, Sang C. ; Kim, Hyoung Gon ; Lim, Myo Taeg. / Real-time 3D video avatar in mixed reality : An implementation for immersive telecommunication. In: Simulation and Gaming. 2006 ; Vol. 37, No. 4. pp. 491-506.
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