Members of the Metaverse1 project participated in the 3D3CWorlds in Israel.
The meeting was chaired by Dr. Yesha Sivan, of Metaverse Labs, and Jean H.A. Gelissen of Philips research.
Meeting Agenda with Links to related videos...
1. Welcome Address (Video) (see more details)
3D3C Worlds will change, enhance, and at times hamper, how we learn, enjoy, work, and perform other human actions. High levels of 3D3C (3D, Community, Creation, and Commerce) must be attained in order to harness the potential. This event will benefit from the fruits of research conducted by the members of the Meraverse1 consortia.
3. Vision - The Promise of MPEG-V (Video)
Virtual worlds integrate existing and emerging (media) technologies that allow for the support of existing and the development of new kinds of networked services. The emergence of virtual worlds as platforms for networked services is recognized by businesses as an important enabler as it offers the power to reshape the way companies interact with their environments.
4. Vision – A Global Infrastructure (Video)
Virtual worlds are a new way for people to communicate, to meet and to socialize. They are now pushing the boundaries of multilingual communication.
The need for multilingual support is increasing every day making virtual worlds a very good example of fields of development where applications supporting multilinguality are becoming an absolute necessity. In order to enhance interoperability between virtual worlds, applications and corpora, it is obvious that standards should come into place. This is the main goal of MLIF and, on a more global perspective, of the Metaverse1 project.
5. Use Case - Tourism (Video)
David Oyarzun, Vicomtech, Spain
• A real application of virtual world’s integrated technologies into a real case of Virtual Travel in the Canary Islands
• Virtual Travel is an evolving research validation field where the innovative technologies are tested and validated
• ADML- Avatar Definition Markup Language.
• Actual examples about technology exploitation into real solutions
6. Use Case - Presence (Video)
Senka Zubic, Bell labs, Alcatel-Lucent, Belgium
Koen Willaert, IBBT SMIT-Vrije Universiteit Brussel
Presence has been studied for employees as well as family members or friends.
• Employees working together on a single project from different locations are often missing the social interactions that their colleagues have when in the same location. PresenceScape brings these employees together again in a single virtual location where they can feel together, have the capability to start informal communications at any time about any subject and provide more detailed presence information about the task they are doing.
• A group of friends or family members that live apart and want to spend pastime together from the comfort of their homes can do this in a 3D virtual location on the Internet. Instead of being represented by avatars, the Alcatel-Lucent solution represents friends and family members by their streaming stereo image, allowing them to express facial emotions and gestures without the need to handle keyboard or mouse.
Both solutions have been guided by extensive formative user research.
7. Use Case - Interactive Physical Simulation in Social Presence (Video)
Interactive simulation addresses the needs of virtual prototyping for the industry:
• interactive simulation of physical phenomena, with a particular interest in mechanical systems featuring rigid and deformable parts, multi-body systems …
• interactive and/or autonomous virtual humans able both to display realistic behaviours and to interact with their environment
• interactions (motion capture, metaphors, avatar high-level control …).
Current developments and recent trends in the gaming industry are turning this technology into an attractive proposition for Virtual Worlds. In Metaverse1, this has been developed to enhance the feeling of social presence through sharing unusual experience.
8. Use Case - Serious Gaming and Ambient Assisted Living (Video)
Virtual Worlds are about Interaction between real and virtual humans. Talking and listening, body language, facial expressions are all vital. Behavior Markup Language is the “HTML” for controlling virtual humans in this respect. The Human Media Interaction group from the University of Twente, Netherlands, is implementing and using these techniques for applications like Virtual Guides, Sports Coaches, Health applications, or Caretaking.
9. Technology - Wireless Sensor Networks (WSN) and Internet Of Things (IOT) (Video)
Herman Tuininga, SallandElectronics, The Netherlands
10. Technology - Path Planning in Virtual Worlds (Video)
11. Technology - Virtual Cities (Video)
Victor Shenkar, GeoSim Cities, Israel