IEEE Transactions on Circuits and Systems for Video Technology, cilt.9, sa.3, ss.411-414, 1999 (SCI-Expanded)
In networked virtual environments (NVE's), users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a new complexity in the representation and streaming of animations, especially when the number of participants in the simulation increases. This requires real-time algorithms to decrease networking overhead. The dead-reckoning technique is a way to reduce the required bit rate, and has been used for simple nonarticulated objects in popular NVE systems. In this paper, we introduce a dead-reckoning technique for articulated virtual human figures, based on the MPEG-4 body animation specification, using Kalman filtering. © 1999 IEEE.