"Bottom, Thou Art Translated": The Making of VRML Dream

"Bottom, Thou Art Translated": The Making of VRML Dream
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《底层,你是翻译的》:VRML梦想的实现

DOI:
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发表时间:
1999
影响因子:
1.8
通讯作者:
B. Roehl
B. Roehl
中科院分区:
计算机科学4区
文献类型:
--
作者:
Stephen N. Matsuba;B. Roehl

文献摘要

被引文献

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将虚拟影院引入网络需要3D图形、高效的网络和强大的内容。我们讨论的VRML梦想项目,一个真实的时间互联网的表现。1997年夏末,作者坐在加拿大多伦多的一家酒吧里,开始策划一个雄心勃勃的项目:创造一种新的娱乐媒体。这个想法是安装莎士比亚的《仲夏夜之梦》的现场表演,并通过互联网“广播”。布景、道具和所有角色都将使用虚拟现实建模语言(VRML)2.0进行建模。一群演员将提供声音,木偶师将控制角色。声音和运动数据都将被数字化、压缩,并通过互联网以真实的时间发送出去。此外,人们将能够通过28.8 Kbps调制解调器连接和150 MHz奔腾计算机访问该广播。不到六个月后,VRML Dream创造了互联网历史。Coco,1998)。VRML Dream是第一个运行时间超过两三分钟的实时流媒体VRML娱乐项目,它证明了通过标准互联网连接传输运动和语音数据是可能的。本文介绍了该项目的发展、其模型和技术以及影响最终设计的主要问题。它还探讨了为互联网创建实时、流媒体、真实的时间3D动画所需的技术以及未来的一些挑战。
Bringing virtual theater to the Web requires 3D graphics, efficient networking, and strong content. We discuss the VRML Dream Project, a real time Internet performance. In the late summer of 1997, the authors sat in a pub in Toronto, Canada, and began planning an ambitious project: to create a new entertainment medium. The idea was to mount a live performance of Shakespeare's A Midsummer Night's Dream and "broadcast" it over the Internet. The sets, props, and all the characters were to be modeled using the Virtual Reality Modeling Language (VRML) 2.0. A group of actors would provide the voices, and puppeteers would control the characters. Both the voices and the motion data would be digitized, compressed, and sent out over the Internet in real time. Moreover, people would be able to access this broadcast with a 28.8-Kbps modem connection and a 150-MHz Pentium computer. Less than six months later, VRML Dream made Internet history (D. Coco, 1998). VRML Dream was the first live, streaming, VRML entertainment project with a running time of more than two or three minutes, and it proved that streaming both motion and voice data over standard Internet connections was possible. The article looks at the development of the project, its models and technology, and the main issues that influenced the final design. It also examines the technology needed to create live, streaming, real time 3D animation for the Internet as well as some of the challenges that lie ahead.