1999
DOI: 10.1162/105474699566134
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Anyone for Tennis?

Abstract: In this paper we present a virtual tennis game. We describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. We focus on the animation of the virtual tennis ball and the behavior of a synthetic, autonomous referee who judges the tennis games. The networked, collaborative, virtual environment system is described with special reference to its interfaces to driver programs. We also mention the virtual reality (VR) dev… Show more

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Cited by 54 publications
(13 citation statements)
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“…These allow today's CVEs to support limited real time sharing of objects. A virtual tennis game was played (Molet et al, 1999) where the position attribute of the ball was shared sequentially between two sites. Prediction was shown to overcome the effect of network delays in a simple ball game between UK and Germany (Roberts, Strassner, Worthington, & Sharkey, 1999).…”
Section: Related Workmentioning
confidence: 99%
“…These allow today's CVEs to support limited real time sharing of objects. A virtual tennis game was played (Molet et al, 1999) where the position attribute of the ball was shared sequentially between two sites. Prediction was shown to overcome the effect of network delays in a simple ball game between UK and Germany (Roberts, Strassner, Worthington, & Sharkey, 1999).…”
Section: Related Workmentioning
confidence: 99%
“…There are computer-managed weight lifting machines and treadmills recording energy consumption or repetition achieved in every sports club. In the attempt to assist more professional sports activities, some researchers have used the virtual reality technology to create training systems in baseball [Komura et al 2002], handball [Bideau et al 2003] and tennis [Molet et al 1999]. Nevertheless, the analysis of motions done in these technologies are usually on the low level: recording the timing of basic motions or comparing the trajectories with those by better players.…”
Section: Introductionmentioning
confidence: 99%
“…A virtual tennis game by VR devices utilized headmounted displays, magnetic sensors, and data gloves to bring interactivity to the virtual tennis environment [4]. Their motion capture equipment interfered with game play as it restricted player motion.…”
Section: Introductionmentioning
confidence: 99%