COVEN      

Collaborative Virtual Environments



ACTS 4-years project started in Fall 1995

Objectives

COVEN is a project focusing on the development of a computational service for teleworking and virtual presence. The overall objective of the project is to provide the facilities needed to support future cooperative teleworking systems. The project is a unique endeavour that brings together expertise on communications infrastructures; computer supported cooperative work; virtual reality and animation to provide support for a European wide distributed virtual environment. This virtual environment will enable groups of geographically disparate users to work together by inhabiting common information spaces.
 

Summary of the project

The main goal of the COVEN project is to define a new platform, which will be able to deal with 3D, shared environment. This platform is based on two existing software called dVS (from Division company) and Dive (Swedish Institute of Computer Science) in order to take benefit of their experience in the 3D shared environment field. Basically, these kinds of application permit to people,  who are at different geographical places,  to share a common 3D virtual world. Each client has a graphical representation called an "avatar". After two years of work, we are presenting the main features of our approach and results ; our driving applications, the main components in our technical investigations and our driving applications, the main components in our technical investigations and our experimental activities. With different citizen and professional application scenarios as driving forces, COVEN is exploring the requirements and supporting techniques for collaborative interaction in scalable CVEs. Taking advantage of a dedicated Europe-wide ISDN and ATM network infrastructure, a large component of the project is a trial and experimentation activity that should allow to build up a comprehensive understanding both of the technical network requirement of such systems and of their usability issues and human factors aspects.
 

EPFL-LIG's contribution

The main task of LIG was to integrate his knowledge on virtual humans modeling and animation in both systems, dVS and Dive, in order to increase the reality of these 3D shared world. First, LIG converted his human representation in both specific formats, dVS and Dive formats. Through this first step, LIG obtained in both dVS and Dive applications a representation of each client connected to the 3D shared world, which is closest to a real human. This permits to people, who are not used to virtual worlds, to have a more intuitive approach and feeling in front of avatars looking  like real humans. Second,  LIG developed an external system to control these "avatars" and to make them less static. The only fact of importing LIG's virtual humans increased the way each participant is represented, but it didn't increase the functionality of basic software. Because virtual humanís animation is one of the main research areas of LIG, a software was developed, independently of dVS and Dive, based only on the internal representation of virtual body. This system is connected to dVS or Dive by using a shared memory segment through which information for the body animation will be sent to the application from the external body controller program.  The previously imported body representation can then walk , grasp an object in the 3D shared world, or play a define animation which increases the way each client can communicate with each other in this 3D virtual world. As this external body controller is based on libraries developed in LIG, each extension of these libraries can be imported and made available inside both dVS and Dive.
 

Partners