Immersion's Multisensorative Virtual Environments

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As stated by Gutierrez, Vexo, and Thalmann (2004), immersing the user into the simulation and creating the sense of presence are the main goals of a virtual reality purpose. Immersion needs diverse technologies to make a virtual environment’s multisensorial representation. Besides that, at the same time, it provides a means for the user to interact within the virtual environment. The interaction mechanisms inside a virtual environment play important roles. Performing particular actions involving virtual characters either user-controlled avatars or autonomous and objects, navigating through the 3D world, and altering the point of view which using camera management are some of interactions. Fine-tuning of the character’s posture in specific at design period is needed for interactive simulations (Gutierrez, Vexo, & Thalmann, 2004). As established by Schroeder and Axelsson (2006), avatars have had been used in a lot of collaborative virtual environments applications as they signify the view point of each participant in the virtual reality and therefore smooth the progress of an awareness of ongoing activities. 2.0 Contribution Avatars make a significant contribution to character animation in collaborative virtual environments. Based on the study by Wang, Yin, Wei and Sun (2006), avatars are virtual representations that use body-like figures. It increases presence. A system which uses facial fiducial points is using performer driven approach. The best sign of a person’s emotion, mood and general state in the real world is facial expressions. On the whole face, and particularly the eyes, is crucial for trust and intimacy. Trust, emotion and mood are vital issues in collaboration. They have been expressed in facial animation for avatars... ... middle of paper ... ...tor to the virtual character. Joint orientation is used for the avatar body of the actor and it is barely on facial expressions of another actor. It is enough to be able to track the gestures and movements of the actor. It is superior because it reduces the cognitive load. The most crucial facial expressions feature is to express understanding feedback to the other actors but it signifies a complex change to transfer them accurately to the virtual environments. Happiness, sadness, anger, surprise, disgust or contempt and fear are the six universal basic emotions of Ekman categorization that can perfectly be face expressed. After speech, face is considered the main source of information. Facial expression and eye gaze are significant for interpersonal interaction whereas gesture and bodily movement are desirable for successful instrumental interaction (Negron, 2012).

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