Putting a human face on cyberspace (panel): designing avatars and the virtual worlds they live in

Putting a human face on cyberspace (panel): designing avatars and the virtual worlds they live in
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将人脸置于网络空间(小组):设计化身及其生活的虚拟世界

DOI:
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发表时间:
1997
期刊:
International Conference on Computer Graphics and Interactive Techniques
影响因子:
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通讯作者:
Moses Ma
Moses Ma
中科院分区:
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文献类型:
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作者:
B. Damer;Steve Di Paola;Joannis Paniaras;Kirk Parsons;Bernie Roel;Moses Ma

文献摘要

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你今天想成为谁?随着数以千计的互联网用户在虚拟世界中开始新的生活,一个新的设计行业正在诞生。SIGGRAPH 1996有几个小组、BOF、展品,以及关于VRML、角色动画和多用户虚拟社区的讨论。这些论坛向SIGGRAPH社区介绍了我们所说的中期术语“化身网络空间”。自SIGGRAPH以来,虚拟人、地球到虚拟化身96、世界转移者和VRML 97等会议开始充实化身世界设计中的一些主要问题。此外,已经启动了化身标准工作,如生活世界、通用化身和开放社区。
Who do you want to be today? As thousands of Internet users begin new lives as ‘avatars’ in virtual worlds, a new design industry is being born. SIGGRAPH 1996 had several panels, BOFs, exhibits, and discussions on VRML, character animation and multi user virtual communities. These forums introduced the medium we term “avatar cyberspace” to the SIGGRAPH community. Since SIGGRAPH, conferences such as Virtual Humans, Earth to Avatars 96, World Movers, and VRML 97 began to flesh out some of the major issues in designing for avatar worlds. In addition, avatar standards efforts such as Living Worlds, Universal Avatars and Open Community have been initiated.