Related papers: Synchronizing Full-Body Avatar Transforms with Web…
This work is a portable MetaVerse implementation, and we use 3D pose estimation with AI to make virtual avatars do synchronized actions and interact with the environment. The motivation is that we find it inconvenient to use joysticks and…
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
Avatar embodiment experiences have the potential to enhance human capabilities by extending human senses, body, and mind. This study investigates social acceptance of robotic and virtual avatars as enablers of capability enhancement in six…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…
Metaverse depicts a vista of constructing a virtual environment parallel to the real world so people can communicate with others and objects through digital entities. In the real world, communication relies on identities and addresses that…
Avatar refers to a representative of a physical user in the virtual world that can engage in different activities and interact with other objects in metaverse. Simulating the avatar requires accurate human pose estimation. Though…
Existing video avatar models can produce fluid human animations, yet they struggle to move beyond mere physical likeness to capture a character's authentic essence. Their motions typically synchronize with low-level cues like audio rhythm,…
Photorealistic telepresence requires both high-fidelity body modeling and faithful driving to enable dynamically synthesized appearance that is indistinguishable from reality. In this work, we propose an end-to-end framework that addresses…
Toward user-driven Metaverse applications with fast wireless connectivity and tremendous computing demand through future 6G infrastructures, we propose a Brain-Computer Interface (BCI) enabled framework that paves the way for the creation…
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and…
Intense bandwidth depletion within consumer and constrained networks has the potential to undermine the stability of real-time video conferencing: encoder rate management becomes saturated, packet loss escalates, frame rates deteriorate,…
We present a computational modelling approach which targets capturing the specifics on how to virtually augment a Metaverse user's available social time capacity via using an independent and autonomous version of her digital representation…
During the COVID-19 pandemic, most countries have experienced some form of remote education through video conferencing software platforms. However, these software platforms fail to reduce immersion and replicate the classroom experience.…
The way we engage with digital spaces and the digital world has undergone rapid changes in recent years, largely due to the emergence of the Metaverse. As technology continues to advance, the demand for sophisticated and immersive…
In this paper, we present a methodology for the development of embodied conversational agents for social virtual worlds. The agents provide multimodal communication with their users in which speech interaction is included. Our proposal…
The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and provides a Sense of…
Real-time, streaming interactive avatars represent a critical yet challenging goal in digital human research. Although diffusion-based human avatar generation methods achieve remarkable success, their non-causal architecture and high…
Social virtual reality (VR) serves as a vital platform for transgender individuals to explore their identities through avatars and foster personal connections within online communities. However, it presents a challenge: the disconnect…
Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have created various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat),…
This paper contributes to building a standard process of research and development (R&D) for new user experiences (UX) in metaverse services. We tested this R&D process on a new UX proof of concept (PoC) for Meta Quest head-mounted display…