Apparatus and method for transmitting data

Information

  • Patent Grant
  • 9753940
  • Patent Number
    9,753,940
  • Date Filed
    Thursday, July 21, 2011
    13 years ago
  • Date Issued
    Tuesday, September 5, 2017
    7 years ago
Abstract
A data transmission apparatus and method. Information exchange between virtual worlds is achieved by encoding information on a virtual world into metadata and transmitting the metadata to another virtual world. In particular, since the information on the virtual world is encoded into a binary format, high speed data transmission may be achieved.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a U.S. National Phase application of International Application No. PCT/KR2011/005379, filed on Jul. 21, 2011, and which claims the priority benefit of Korean Patent Application No. 10-2010-0070667, filed Jul. 21, 2010, in the Korean Intellectual Property Office, the disclosure of each of which are incorporated herein by reference.


BACKGROUND

1. Field


Example embodiments of the following disclosure relate to a data transmission apparatus and method, and more particularly, to an apparatus and method for transmitting information on a virtual object of a virtual world.


2. Description of the Related Art


Currently, interest in experience-type games has been increasing in the video gaming market, for example. MICROSOFT CORPORATION introduced PROJECT NATAL at the “E3 2009” Press Conference. PROJECT NATAL may provide a user body motion capturing function, a face recognition function, and a voice recognition function by combining MICROSOFT's XBOX 360 game console with a separate sensor device including a depth/color camera and a microphone array, thereby enabling a user to interact with a virtual world without a dedicated controller. In addition, SONY CORPORATION introduced WAND which is an experience-type game motion controller. The WAND enables interaction with a virtual world through input of a motion trajectory of a controller by applying, to the SONY PLAYSTATION 3 game console, a location/direction sensing technology obtained by combining a color camera, a marker, and an ultrasonic sensor.


The real world and a virtual world may interact with each other in one of two directions. In one direction, data information obtained by a sensor in the real world may be reflected to the virtual world. In the other direction, data information obtained from the virtual world may be reflected to the real world using an actuator, for example.


Meanwhile, with development in a technology related to the virtual world, research with respect to the interaction between virtual worlds is actively being conducted. For the interaction, a method of transmitting information on one virtual world to another virtual world is necessitated.


Accordingly, example embodiments suggest an apparatus and method for transmitting data related to a virtual world for exchange of information between virtual worlds.


SUMMARY

Additional aspects and/or advantages will be set forth in part in the description which follows and, in part, will be apparent from the description, or may be learned by practice of the invention.


According to an aspect of the present disclosure, there is provided a data transmission apparatus that transmits data from a first virtual world to a second virtual world, the data transmission apparatus including an encoder to encode information on the first virtual world into first metadata; and a transmission unit to transmit the first metadata to the second virtual world.


According to another aspect of the present disclosure, there is provided a data transmission method to transmit data from a first virtual world to a second virtual world, the data transmission method including encoding information on the first virtual world into first metadata; and transmitting the first metadata to the second virtual world.


According to another aspect of the present disclosure, there is provided a system for transmitting data between a first virtual world and a second virtual world, the system including: a first data transmission apparatus to encode information relating to the first virtual world, and to transmit the encoded information to a second data transmission apparatus; and the second data transmission apparatus to receive the encoded information from the first data transmission apparatus, and to decode the received encoded information, wherein the decoded information is applied to the second virtual world.


According to example embodiments, information exchange between virtual worlds is implemented by encoding information on a virtual world into metadata and transmitting the metadata to another virtual world.





BRIEF DESCRIPTION OF THE DRAWINGS

These and/or other aspects and advantages will become apparent and more readily appreciated from the following description of the embodiments, taken in conjunction with the accompanying drawings of which:



FIG. 1 illustrates an operation of transmitting an object from a virtual world to another virtual world by a data transmission apparatus, according to example embodiments;



FIG. 2 illustrates configuration of data transmission apparatuses, according to example embodiments;



FIGS. 3 to 4 illustrate encoders and decoders of data transmission apparatuses, according to example embodiments;



FIG. 5 illustrates a data structure of a virtual world object, according to example embodiments;



FIG. 6 illustrates a data structure of identification, according to example embodiments;



FIG. 7 illustrates a data structure of a virtual world object (VWO) sound list type, according to example embodiments;



FIG. 8 illustrates a data structure of a VWO scent list type, according to example embodiments;



FIG. 9 illustrates a data structure of a VWO control list type, according to example embodiments;



FIG. 10 illustrates a data structure of a VWO event list type, according to example embodiments;



FIG. 11 illustrates a data structure of a VWO behavior model list type, according to example embodiments;



FIG. 12 illustrates a data structure of a VWO sound type, according to example embodiments;



FIG. 13 illustrates a data structure of a VWO scent type, according to example embodiments;



FIG. 14 illustrates a data structure of a VWO control type, according to example embodiments;



FIG. 15 illustrates a data structure of a VWO event type 1010, according to example embodiments;



FIG. 16 illustrates a data structure of a VWO behavior model type, according to example embodiments;



FIG. 17 illustrates a data structure of a VWO haptic property type, according to example embodiments;



FIG. 18 illustrates a data structure of an avatar, according to example embodiments;



FIG. 19 illustrates a data structure of an avatar appearance type, according to example embodiments;



FIG. 20 illustrates a data structure of an avatar animation type, according to example embodiments;



FIG. 21 illustrates a data structure of an avatar personality type, according to example embodiments;



FIG. 22 illustrates a data structure of an avatar personality type, according to example embodiments;



FIG. 23 illustrates a data structure of a verbal communication type, according to example embodiments;



FIG. 24 illustrates a data structure of an avatar control features type, according to example embodiments;



FIG. 25 illustrates a data structure of a control face features type, according to example embodiments;



FIG. 26 illustrates a data structure of an outline type, according to example embodiments;



FIG. 27 illustrates a data structure of a control body features type, according to example embodiments;



FIG. 28 illustrates a data structure of a virtual object type, according to example embodiments;



FIG. 29 illustrates a data structure of a virtual object (VO) animation type 2010, according to example embodiments; and



FIG. 30 is a flowchart illustrating a data transmission method, according to example embodiments.





DETAILED DESCRIPTION

Reference will now be made in detail to embodiments of the present disclosure, examples of which are illustrated in the accompanying drawings. However, the embodiments are not limiting. In the drawings, like reference numerals refer to the like elements throughout.



FIG. 1 illustrates an operation of transmitting an object from a virtual world to another virtual world by a data transmission apparatus, according to example embodiments.


Referring to FIG. 1, a first virtual world 110 may include a car 130 and a musical instrument 140.


The car 130, as an object of the virtual world 110, may include information 131 relating to the car 130. The information 131 may include sound information of an engine, a horn, and a brake pedal, and scent information of gasoline.


The musical instrument 140, as an object of the virtual world 110, may include information 141 relating to the musical instrument 140. The information 141 may include sound information, such as, a, b, and c, owner information, such as, George Michael, and price information, such as, $5.


The data transmission apparatus according to example embodiments may migrate a virtual object from a certain virtual world to another virtual world.


Depending on embodiments, the data transmission apparatus with respect to the first virtual world 110 may transmit information relating to the first virtual world 110 to a second virtual world 120. For example, the data transmission apparatus with respect to the first virtual world 110 may transmit, to the second virtual world 120, the information 131 and 141 related to the car 130 and the musical instrument 140, respectively, which are the objects implemented in the first virtual world 110.



FIG. 2 illustrates configuration of data transmission apparatuses 210 and 220, according to example embodiments.


Referring to FIG. 2, the data transmission apparatuses 210 and 220 may include encoders 211 and 221, respectively, and transmission units 212 and 222, respectively.


The data transmission apparatus 210 may transmit data from a first virtual world 201 to a second virtual world 202. The data transmission apparatus 220 may transmit data from the second virtual world 202 to the first virtual world 201.


The encoder 211 may encode information on the first virtual world 201 into first metadata.


The virtual worlds 201 and 202 may be classified into a virtual environment and a virtual world object. The virtual world object may characterize various types of objects in the virtual environment. In addition, the virtual world object may provide interaction in the virtual environment.


The virtual world object may include an avatar and a virtual object. The avatar may be used as representation of a user in the virtual environment. The avatar and the virtual world object will be described in detail later.


Information on the virtual worlds 201 and 202 may include at least one of information on the avatar of the virtual worlds 201 and 202 and information on the virtual object of the virtual worlds 201 and 202.


The encoder 211 may generate the first metadata by encoding the information relating to the first virtual world 201 into a binary format, for example. In addition, the encoder 211 may generate the first metadata by encoding the information on the first virtual world 201 into the binary format and losslessly compressing the binary format information.


Depending on embodiments, the encoder 211 may generate the first metadata by encoding the information on the first virtual world 201 into an XML format and encoding the XML format information into a binary format, for example. In addition, the encoder 211 may generate the first metadata by encoding the information on the first virtual world 201 into an XML format, encoding the XML format information into a binary format, and losslessly compressing the binary format information.


The transmission unit 212 may transmit the first metadata encoded by the encoder 211 to the second virtual world 202. Depending on embodiments, the transmission unit 212 may transmit the encoded first metadata to the data transmission apparatus 220 that corresponds to the second virtual world 202.


A receiving unit 223 of the data transmission apparatus 220 may receive the first metadata from the transmission unit 212 of the first data transmission apparatus 210. A decoder 224 may recover the information on the first virtual world 201 by decoding the received first metadata.


According to an aspect, the data transmission apparatus 210 may further include a receiving unit 213 and a decoder 214.


The encoder 221 of the data transmission apparatus 220 may encode the information on the second virtual world 202 into second metadata.


According to an aspect, the encoder 221 may generate the second metadata by encoding the information relating to the second virtual world 202 into a binary format, for example. In addition, the encoder 221 may generate the second metadata by encoding the information relating to the second virtual world 202 into a binary format and losslessly compressing the binary format information.


Depending on embodiments, the encoder 221 may generate the second metadata by encoding the information on the second virtual world 202 into an XML format and encoding the XML format information into a binary format. In addition, the encoder 221 may generate the second metadata by encoding the information on the second virtual world 202 into an XML format, encoding the XML format information into a binary format, and losslessly compressing the binary format information.


The transmission unit 222 may transmit the second metadata encoded by the encoder 221 to the first virtual world 201. Depending on embodiments, the transmission unit 222 may transmit the encoded second metadata to the data transmission apparatus 210, which corresponds to the first virtual world 201.


The receiving unit 213 may receive the second metadata encoded from the information on the second virtual world 202.


The decoder 214 may decode the second metadata received by the receiving unit 213. The decoder 214 may recover the information on the second virtual world 202 by decoding the second metadata.


Hereinafter, an encoder to encode information relating to a virtual world and a decoder to decode the encoded information will be described in detail with reference to FIGS. 3 and 4.



FIGS. 3 and 4 illustrate encoders and decoders of data transmission apparatuses, according to example embodiments.


Referring to FIG. 3, an encoder 310 of a first data transmission apparatus may include an XML encoder 311 and a binary encoder 312. A decoder 320 of a second data transmission apparatus may include a binary decoder 321 and an XML decoder 322.


The XML encoder 311 may encode information relating to a first virtual world into an XML format, for example. The binary encoder 312 may encode the XML format information into a binary format, for example.


When the information encoded into the binary format is transmitted to the second data transmission apparatus, the binary decoder 321 may decode the transmitted information. In addition, the XML decoder 322 may recover the information on the first virtual world, by decoding the information decoded by the binary decoder 321.


Referring to FIG. 4, an encoder 410 of a first data transmission apparatus may include a binary encoder 411 and a lossless compression unit 412. A decoder 420 of a second data transmission apparatus may include a data recovery unit 421 and a binary decoder 422.


The binary encoder 411 may encode information on a first virtual world into a binary format. The lossless compression unit 412 may losslessly compress the information encoded into the binary format.


When the compressed information is transmitted to the second data transmission apparatus, the data recovery unit 421 may recover the transmitted information. In addition, the binary decoder 422 may recover the information on the first virtual world, by decoding the information recovered by the data recovery unit 421.


The data transmission apparatus, according to the example embodiments, may control interoperability between a virtual world and a real world or between virtual worlds.


Here, the virtual world may be classified into a virtual environment and a virtual world object.


The virtual world object may characterize various types of objects in the virtual environment. In addition, the virtual world object may provide interaction in the virtual environment.


The virtual world object may include an avatar and a virtual object. The avatar may be used as representation of a user in the virtual environment. These described virtual world objects are exemplary, and thus, the present disclosure is not limited thereto.


Hereinafter, the virtual world object will be described in detail with reference to FIGS. 5 through 18.



FIG. 5 illustrates a data structure of a virtual world object, according to example embodiments.


Referring to FIG. 5, a virtual world object (VWO) base type 510 representing a basic data structure of the virtual world object may include attributes 520 and a plurality of characteristics 530, 540, and 550.


The attributes 520 and the characteristics 530, 540, and 550 of the VWO base type 510 may be shared by both the avatar and the virtual object. That is, the VWO base type 510 may be inherited as avatar metadata and virtual object metadata to extend particular aspects of the respective metadata. The virtual object metadata, which is representation of the virtual object in the virtual environment, may characterize various types of objects in the virtual environment. In addition, the virtual object metadata may provide interaction between the virtual object and the avatar. Furthermore, the virtual object metadata may provide interaction with a virtual environment, however, the present disclosure is not limited thereto.


The VWO may include a root element. The root element may include an avatar list and a virtual object list.


Depending on embodiments, the root element may be expressed using an extensible markup language (XML) as shown in Source 1. However, a program source shown in Source 1 is not limiting and is only an example embodiment.












Source 1















<!-- ################################################ -->








<!-- Declaration of Root Element
-->







<!-- ################################################ -->


<element name=“VWOCInfo” type=“vwoc:VWOCInfoType”/>


<complexType name=“VWOCInfoType”>


<sequence>









<element name=“AvatarList” type=“vwoc:AvatarListType”



minOccurs=“0”/>



<element name=“VirtualObjectList”







type=“vwoc:VirtualObjectListType” minOccurs=“0”/>


</sequence>


</complexType>


<complexType name=“AvatarListType”>


<sequence>


<element name=“Avatar” type=“vwoc:AvatarType”


maxOccurs=“unbounded”/>


</sequence>


</complexType>


<complexType name=“VirtualObjectListType”>


<sequence>


<element name=“VirtualObject” type=“vwoc:VirtualObjectType”


maxOccurs=“unbounded”/>


</sequence>


</complexType>









Table 1-2 shows binary representation syntax corresponding to the root element, according to the example embodiments.













TABLE 1-2








Number





of bits
Mnemonic









VWOCInfo

VWOCInfoType



VWOCInfoType{





 AvatarListFlag
1
bslbf



 VritualObjectListFlag
1
bslbf



 if(AvatarListFlag){





  AvatarList

AvatarListType



 }





 if(VirtualObjectListFlag){





  VirtualObjectList





 }





AvatarListType{





 NumAvatarType

vluimsbf5



 for(k=0;k<





NumAvatarType;lk++){





  Avatar

AvatarType



 }





}





VirtualObjectListType{





 NumVirtualObjectType

vluimsbf5



 for(k=0;k<





NumVirtualObjectType;lk++){





  VirtualObject

VirtualObjectType



 }





}










Table 1-3 shows descriptor components semantics of the root element, according to the example embodiments.










TABLE 1-3





Name
Description







VWOCInfo
The root element that serves as the topmost



element in the virtual world object



characteristics description.


VWOCInfoType
The root type provides basic structure that



the virtual world object characteristics



information description should follow



through the root element.


AvatarListFlag
This field, which is only present in the binary



representation, signals the presence of the



AvatarList element. “1” means that the



element shall be used. “0” means that the



element shall not be used.


VirtualObjectListFlag
This field, which is only present in the binary



representation, signals the presence of the



VirtualObjectList element. “1” means that



the element shall be used. “0” means that



the element shall not be used.


AvatarList
Optional wrapper element that serves as the



placeholder for thelist of avatar



characteristics information.


VirtualObjectList
Optional wrapper element that serves as the



placeholder for the list of virtual object



characteristics information.


AvatarListType
Wrapper element type which allows multiple



occurrences of avatar characteristics



information.


NumAvatarType
This field, which is only present in the binary



representation, specifies the number of Avatar



information contained in the Avatar list type.


Avatar
Specifies the description of avatar



characteristics information.


AvatarType
AvatarType is a type providing a



characteristic description of an



individual avatar.


VirtualObjectListType
Wrapper element type which allows multiple



occurrences of virtual object characteristics



information.


NumVirtualObjectType
This field, which is only present in the binary



representation, specifies the number of virtual



object information contained in the virtual



object list type.


VirtualObject
Specifies the description of virtual object



characteristics information.


VirtualObjectType
VirtualObjectType is a type providing a



characteristic description of an individual



virtual object.









Depending on embodiments, the VWO base type 510 may be expressed using the XML as shown in Source 1-4 below. However, a program source shown in Source 1-4 is not limiting but only an example embodiment.












Source 1-4















<!-- ################################################-->








<!-- VWO Base Type
-->







<!-- ################################################-->


<complexType name=“VWOBaseType”>









<sequence>









<element name=“Identification” type=“vwoc:IdentificationType”







minOccurs=“0”/>









<element name=“VWOC”>









<complexType>









<sequence>









<element name=“SoundList”







type=“vwoc:VWOSoundListType” minOccurs=“0”/>









<element name=“ScentList”







type=“vwoc:VWOScentListType” minOccurs=“0”/>









<element name=“ControlList”







type=“vwoc:VWOControlListType” minOccurs=“0”/>









<element name=“EventList”







type=“vwoc:VWOEventListType” minOccurs=“0”/>









</sequence>









</complexType>









</element>



<element name=“BehaviorModelList”







type=“vwoc:VWOBehaviorModelListType” minOccurs=“0”/>









</sequence>



<attribute name=“id” type=“ID” use=“required”/>







</complexType>









The attributes 520 may include id 521.


The id 521 may refer to a unique identifier for identifying an individual piece of VWO information.


The VWO base type 510 may include characteristics such as identification 530, VWO characteristics (VWOC) 540, and behavior model list 550.


The identification 530 refers to an identification of the VWO.


The VWOC 540 refers to a set of the characteristics of the VWO. According to example embodiments, the VWOC 540 may include a sound list 541, a scent list 542, a control list 543, and an event list 544, however, the present disclosure is not limited thereto. The sound list 541 may refer to a list of sound effects related to the VWO. The scent list 542 may refer to a list of scent effects related to the VWO. The control list 543 may refer to a list of control related to the VWO. The event list 544 may refer to a list of an input events related to the VWO.


The behavior model list 550 refers to a list of behavior models related to the VWO.


Example 1-5 below shows an example of the VWO base type 510. However, Example 1-5 is not limiting and is only an example embodiment.


Example 1-5













<vwoc:VWOCInfo>









<vwoc:AvatarList>









<vwoc:Avatar id=“AVATARID_1” gender=“male”>









<vwoc:VWOC>









<vwoc:SoundList>









<vwoc:Sound loop=“1” soundID=“SOUNDID_10”







duration=“10” intensity=“3” name=“BurpSound”>


<vwoc:ResourcesURL>http://www.BurpSound.info</vwoc:ResourcesURL>









</vwoc:Sound>









</vwoc:SoundList>



<vwoc:ScentList>









<vwoc:Scent loop=“2” duration=“1” intensity=“3”







name=“BurpingScent” scentID=“SCENTID_11”>


<vwoc:ResourcesURL>http://www.Burp.info</vwoc:ResourcesURL>









</vwoc:Scent>









</vwoc:ScentList>



<vwoc:ControlList>









<vwoc:Control controlID=“CTRLID_12”>









<vwoc:MotionFeatureControl>









<vwoc:Position>









<mpegvct:X>1</mpegvct:X>



<mpegvct:Y>1</mpegvct:Y>



<mpegvct:Z>10</mpegvct:Z>









</vwoc:Position>



<vwoc:Orientation>









<mpegvct:X>0</mpegvct:X>



<mpegvct:Y>0</mpegvct:Y>



<mpegvct:Z>0</mpegvct:Z>









</vwoc:Orientation>



<vwoc:ScaleFactor>









<mpegvct:X>1</mpegvct:X>



<mpegvct:Y>1</mpegvct:Y>



<mpegvct:Z>3</mpegvct:Z>









</vwoc:ScaleFactor>









</vwoc:MotionFeatureControl>









</vwoc:Control>









</vwoc:ControlList>



<vwoc:EventList>









<vwoc:Event eventID=“ID_13”>









<vwoc:Mouse>Click</vwoc:Mouse>









</vwoc:Event>









</vwoc:EventList>









</vwoc:VWOC>



<vwoc:BehaviorModelList>









<vwoc:BehaviorModel>









<vwoc:BehaviorInput eventIDRef=“ID_13”/>



<vwoc:BehaviorOutput







controllDRefs=“CTRLID_12” scentIDRefs=“SCENTID_11” soundIDRefs=“SOUNDID_10”/>









</vwoc:BehaviorModel>









</vwoc:BehaviorModelList>









</vwoc:Avatar>









</vwoc:AvatarList>







</vwoc:VWOCInfo>









Table 1-6 shows binary representation syntax corresponding to the VWO base type 510, according to the example embodiments.











TABLE 1-6





VWOBaseType{ custom character
Number of bits
Mnemonic







 IdentificationFlag custom character
1 custom character
bslbf custom character


 SoundListFlag custom character
1 custom character
bslbf custom character


 ScentListFlag custom character
1 custom character
bslbf custom character


 ControlListFlag custom character
1 custom character
bslbf custom character


 EventListFlag custom character
1 custom character
bslbf custom character


 BehaviorModelListFlag custom character
1 custom character
bslbf custom character


 id custom character
See ISO 10646 custom character
UTF-8 custom character


 if(IdentificationFlag) { custom character

custom character


custom character



  Identification custom character

custom character

IdentificationType custom character


 } custom character

custom character


custom character



 if(SoundListFlag) { custom character

custom character


custom character



  SoundList custom character

custom character

VWOSoundListType custom character


 } custom character

custom character


custom character



 if(ScentListFlag) custom character

custom character


custom character



  ScentList custom character

custom character

VWOScentListType custom character


 } custom character

custom character


custom character



 if(ControlListFlag) { custom character

custom character


custom character



  ControlList custom character

custom character

VWOControlListType custom character


 } custom character

custom character


custom character



 if(EventListflag) { custom character

custom character


custom character



  EventList custom character

custom character

VWOEventListType custom character


 } custom character

custom character


custom character



 if(BehaviorModelListFlag) { custom character

custom character


custom character



  BehaviorModelList custom character

custom character

VWOBehaviorModelListType custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 1-7 shows descriptor components semantics of a VWO base type 510, according to the example embodiments.










TABLE 1-7





Names custom character
Description custom character







VWOBaseType custom character
Provides the common characteristics which



each individual virtual world object can



inherit. custom character


IdentificationFlag custom character
This field, which is only present in the



binary representation signals the presence



of the Identification element. “1” means



that the element shall be used. “0” means



that the element shall not be used. custom character


SoundListFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the Sound element list. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


ScentListFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the Scent element list. “1” means that the



element shall be used. “0” means that the



element shall not be used. custom character


ControlListFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the Control element list. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


EventListFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the Event element list. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


BehaviorModelListFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the BehaviorModel element list. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


id custom character
Unique identifier for identifying individual



virtual world object information. The ID is



encoded by UTF-8. custom character


Identification custom character
Describes the identification of the virtual



world object. custom character


SoundList custom character
Describes the sound effect associated to the



virtual world object. custom character


ScentList custom character
Describes the scent effect associated to the



virtual world object. custom character


ControlList custom character
Describes the control such as scaling,



translation, and rotation associated to the



virtual world object. custom character


EventList custom character
Describes the input event associated to



the virtual world object. custom character


BehaviorModelList custom character
Describes the behaviour model associated



to the virtual world object. custom character









Referring to Table 1-7, flags may express whether the characteristics with respect to the respective VWOs of the virtual world are used, the characteristics including the identification 530, the VWOC 540 including the sound list 541, the scent list 542, the control list 543, and the event list 544, and the behavior model list 550.


For example, when the sound list 541 with respect to a random VWO of the virtual world is being used, a sound list flag may have a value of “1.” When the sound list 541 is not used, the sound list flag may have a value of “0.”



FIG. 6 illustrates a data structure of identification, according to example embodiments.


Referring to FIG. 6, an identification type 610 representing a data structure of the identification may include attributes 620 and a plurality of elements 631, 632, 633, and 634.


The identification type 610 may refer to identification of the VWO.


The attributes 620 may include at least a name 621 and family 622, however, the present disclosure is not limited thereto.


The name 621 may refer to a name of the VWO.


The family 622 may refer to a relationship of the VWO with another object.


The identification type 610, according to the example embodiments, may include at least user ID 631, ownership 632, right 633, and credits 634, however, the present disclosure is not limited thereto.


The user ID 631 may contain a user identifier related to the VWO.


The ownership 632 may refer to ownership of the VWO.


The right 633 may refer to a right of the VWO.


The credit 634 may refer to a chronological contributor of the VWO.


Depending on embodiments, the identification type 610 may be expressed using the XML, for example, as shown below in Source 2. However, a program source shown in Source 2 is not limiting and is only an example embodiment.












Source 2















<!-- ################################################ -->








<!-- Identification Type
-->







<!-- ################################################ -->


<complexType name=“IdentificationType”>









<annotation>









<documentation>Comment describing your root



element</documentation>









</annotation>



<sequence>









<element name=“UserID” type=“anyURI” minOccurs=“0”/>



<element name=“Ownership” type=“mpeg7:AgentType”



minOccurs=“0”/>



<element name=“Rights” type=“r:License” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“Credits” type=“mpeg7:AgentType”







minOccurs=“0” maxOccurs=“unbounded”/>









</sequence>



<attribute name=“name” type=“string” use=“optional”/>



<attribute name=“family” type=“string” use=“optional”/>







</complexType>









Table 2 shows binary representation syntax corresponding to the identification type 610, according to the example embodiments.











TABLE 2






Number



IdentificationType{ custom character
of bits
Mnemonic







 UserIDFlag custom character
1 custom character
bslbf custom character


 OwnershipFlag custom character
1 custom character
bslbf custom character


 NumRights custom character
1 custom character
bslbf custom character


 NumCredits custom character
1 custom character
bslbf custom character


 nameFlag custom character
1 custom character
bslbf custom character


 familyFlag custom character
1 custom character
bslbf custom character


 if(UserIDFlag) { custom character

custom character


custom character



  UserID custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 if(OwnershipFlag) { custom character

custom character


custom character



  Ownership custom character

custom character

AgentType custom character


 } custom character

custom character


custom character



 for(k=0; k< NumCredits; k++){ custom character

custom character


custom character



  Rights custom character
See ISO/IEC
LicenseType custom character



21000-16:2005 custom character



 } custom character

custom character


custom character



 for(k=0; k< NumCredits; k++){ custom character

custom character


custom character



  Credits custom character

custom character

AgentType custom character


 } custom character

custom character


custom character



 if(nameFlag) { custom character

custom character


custom character



  name custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 if(familyFlag) { custom character

custom character


custom character



  family custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 2-2 shows descriptor components semantics of the identification type 610, according to the example embodiments.










TABLE 2-2





Names custom character
Description custom character







IdentificationType custom character
Defines the type of identification



information belonging to each



individual virtial world object. custom character


UserIDFlag custom character
This field, which is only present in



the binary representation, signals the



presence of the UserID element. “1”



means that the element shall be used.



“0” means that the element shall not



be used. custom character


OwnershipFlag custom character
This field, which is only present in



the binary representation, signals the



presence of the Ownership element.



“1” means that the element shall be



used. “0” means that the element shall



not be used. custom character


NumRights custom character
This field, which is only present in



the binary representation, specifies



the number of rights information. custom character


NumCredits custom character
This field which is only present the



binary representation, specifies the



number of credits information. custom character


nameFlag custom character
This field, which is only present in



the binary representation, signals the



presence of the name attribute. “1”



means that the element shall be used.



“0” means that the element shall not



be used. custom character


familyFlag custom character
This field, which is only present in the



binary representation, signals the



presence of the family attribute. “1”



means that the attribute shall be used.



“0” means that the attribute shall not



be used. custom character


NumVWOHapticPropertyType custom character
This field, which is only present in the



binary representation, specifies the



number of haptic property information



contained in the haptic property list



type. custom character


UserID custom character
Contains the user identification



associated to the virtual world



object. custom character


Ownership custom character
Describes the ownership of the virtual



world object. custom character


Rights custom character
Describes the rights of the virtual



world object. custom character


Credits custom character
Describes the contributors of the



virtual object in chronological



order. custom character



Note: The 1st listed credit describes



an original author of a virtual world



object. The subsequent credits



represent the list of the contibutors



of the virtual world object



chronologically. custom character


Name custom character
Describes the name of the virtual



world object. custom character


Family custom character
Describes the relationship with other



virtual world objects. custom character









According to an aspect of the present disclosure, descriptor components starting with “Num” among the descriptor components related to the VWO may represent a number of pieces of information included in components following “Num.” For example, NumVWOHapticPropertyType may be a field representing a number of haptic property types included in VWOHapticPropertyType.



FIG. 7 illustrates a data structure of a VWO sound list type 640, according to example embodiments.


Referring to FIG. 7, the VWO sound list type 640 may include an element including at least sound 641, however, the present disclosure is not limited thereto.


The VWO sound list type 640 may refer to a data format of the sound list 541 of FIG. 5.


The VWO sound list type 640 may refer to a wrapper element type that allows multiple occurrences of sound effects related to the VWO.


The sound 641 may refer to a sound effect related to the VWO.


Depending on embodiments, the VWO sound list type 640 may be expressed using the XML, for example, as shown below in Source 3. However, a program source shown in Source 3 is not limiting and is only an example embodiment.












Source 3















<!-- ################################################ -->








 <!-- VWO Sound List Type
-->







 <!-- ################################################ -->


 <complexType name=“VWOSoundListType”>









<sequence>









<element name=“Sound” type=“vwoc:VWOSoundType”







maxOccurs=“unbounded”/>









</sequence>







 </complexType>


 </xsd:complexType>









Table 3 shows binary representation syntax corresponding to the VWO sound list type 640, according to the example embodiments.











TABLE 3






Number



VWOSoundListType {
of bits
Mnemonic







 NumVWOSoundType

vluimsbf5


 for(k=0; k<NumVWOSoundType;




k++){




Sound

VWOSoundType


}




}









Table 3-2 shows descriptor components semantics of the VWO sound list type 640, according to the example embodiments.










TABLE 3-2





Names custom character
Description custom character







VWOSoundListType custom character
Defines the list type of sound information



belonging to each individual virtual world



object. custom character


NumVWOSoundType custom character
This field, which is only present in the binary



representation, specifies the number of sound



information contained in the sound list



type. custom character










FIG. 8 illustrates a data structure of a VWO scent list type 650, according to example embodiments


Referring to FIG. 8, the VWO scent list type 650 may include an element including a scent 641.


The VWO scent list type 650 may refer to a data format of the scent list 542 of FIG. 5.


The VWO scent list type 650 may refer to a wrapper element type that allows multiple occurrences of scent effects related to the VWO, however, the present disclosure is not limited thereto.


The scent 651 may refer to a scent effect related to the VWO.


Depending on embodiments, the VWO scent list type 650 may be expressed using the XML, for example, as shown below in Source 4. However, a program source shown in Source 4 is not limiting and is only an example embodiment.












Source 4















<!-- ################################################ -->








 <!-- VWO Scent List Type
-->







 <!-- ################################################ -->


 <complexType name=“VWOScentListType”>









<sequence>









<element name=“Scent” type=“vwoc:VWOScentType”







maxOccurs=“unbounded”/>









</sequence>







 </complexType>


 </xsd:complexType>









Table 4 shows binary representation syntax corresponding to the VWO scent list type 650, according to the example embodiments.











TABLE 4






Number



VWOScentListType {
of bits
Mnemonic







 NumVWOScentType

vluimsbf5


for(k=0; k< NumVWOScentType; k++){




 Scent

VWOScentType


}




}









Table 4-2 shows descriptor components semantics of the VWO scent list type 650, according to the example embodiments.










TABLE 4-2





Names custom character
Description custom character







VWOScentListType custom character
Defines the list type of scent information



belonging to each individual virtual world



object. custom character


NumVWOScentType custom character
This field, which is only present in the



binary representation, specifies the number



of sound information contained in the scent



list type. custom character










FIG. 9 illustrates a data structure of a VWO control list type 660, according to example embodiments.


Referring to FIG. 9, the VWO control list type 660 may include an element including a control 661, however, the present disclosure is not limited thereto.


The VWO control list type 660 may refer to a data format of the control list 543 of FIG. 5.


The VWO control list type 660 may refer to a wrapper element type that allows multiple occurrences of control related to the VWO.


The control 661 may refer to the control related to the VWO.


Depending on embodiments, the VWO control list type 660 may be expressed using the XML, for example, as shown below in Source 5. However, a program source shown in Source 5 is not limiting and is only an example embodiment.












Source 5















 <!-- ################################################ -->








 <!-- VWO Control List Type
-->







 <!-- ################################################ -->


 <complexType name=“VWOControlListType”>









<sequence>









<element name=“Control” type=“vwoc:VWOControlType”







maxOccurs=“unbounded”/>









</sequence>







 </complexType>


 </xsd:complexType>









Table 5 shows binary representation syntax corresponding to the VWO control list type 660, according to the example embodiments.











TABLE 5






Number



VWOControlListType {
of bits
Mnemonic







 NumVWOControlType

vluimsbf5


for(k=0; k< NumVWOControlType; k++){




 Control

VWOControlType


}




}









Table 5-2 shows descriptor components semantics of the VWO control list type 660, according to the example embodiments.










TABLE 5-2





Names custom character
Description custom character







VWOControlListType custom character
Defines the list type of Control



information belonging to each



individual viral world object. custom character


NumVWOControlType custom character
This field, which is only present



in the binary representinon, specifies



the number of control information



contained in the Control list type. custom character










FIG. 10 illustrates a data structure of a VWO event list type 670, according to example embodiments.


Referring to FIG. 10, the VWO event list type 670 may include an element including an event 671, however, the present disclosure is not limited thereto.


The VWO event list type 670 may refer to a data format of the event list 544 of FIG. 5.


The VWO event list type 670 may refer to a wrapper element type that allows multiple occurrences of input events related to the VWO.


The event 671 may refer to the input events related to the VWO.


Depending on embodiments, the VWO event list type 670 may be expressed using the XML, for example, as shown below in Source 6. However, a program source shown in Source 6 is not limiting and is only an example embodiment.












Source 6















 <!-- ################################################ -->








 <!-- VWO Event List Type
-->







 <!-- ################################################ -->


 <complexType name=“VWOEventListType”>









<sequence>









<element name=“Event” type=“vwoc:VWOEventType”







maxOccurs=“unbounded”/>









</sequence>







 </complexType>


 </xsd:complexType>









Table 6 shows binary representation syntax corresponding to the VWO event list type 670, according to the example embodiments.











TABLE 6






Number



VWOEventListType {
of bits
Mnemonic







 NumVWOEventType

vluimsbf5


for(k=0; k< NumVWOEventType; k++){




 Event

VWOEventType


}




}









Table 6-2 shows descriptor components semantics of the VWO event list type 670, according to the example embodiments.










TABLE 6-2





Names custom character
Description custom character







VWOEventListType custom character
Defines the list type of Event



information belonging to each



individual virtual world object. custom character


NumVWOEventType custom character
This field, which is only present in



the binary representation, specifies



the number of Event information



contained in the Event list type. custom character










FIG. 11 illustrates a data structure of a VWO behavior model list type 680, according to example embodiments.


Referring to FIG. 11, the VWO behavior model list type 680 may include an element including a behavior model 681.


The VWO behavior model list type 680 may refer to a data format of the behavior model list 550 of FIG. 5.


The VWO behavior model list type 680 may refer to a wrapper element type that allows multiple occurrences of input behavior models related to the VWO.


The behavior model 671 may refer to the input behavior models related to the VWO.


Depending on embodiments, the VWO behavior model list type 680 may be expressed using the XML, for example, as shown below in Source 7. However, a program source shown in Source 7 is not limiting and is only an example embodiment.












Source 7















<!-- ################################################ -->








 <!-- VWO Behavior Model List Type
 -->







 <!-- ################################################ -->


 <complexType name=“VWOBehaviorModelListType”>









<sequence>









<element name=“BehaviorModel”







type=“vwoc:VWOBehaviorModelType” maxOccurs=“unbounded”/>









</sequence>







 </complexType>


 </xsd:complexType>









Table 7 shows binary representation syntax corresponding to the VWO behavior model list type 680, according to the example embodiments.











TABLE 7





VWOBehaviorModelListType {
Number of bits
Mnemonic







 NumVWOBehaviorModelType

vluimsbf5


for(k=0; k< NumVWOBehaviorModelType; k++){




 BehaviorModel

VWOBehaviorModelType


}




}









Table 7-2 shows descriptor components semantics of the VWO behavior model list type 680, according to the example embodiments.










TABLE 7-2





Names custom character
Description custom character







VWOBehaviorModelListType custom character
Defines the list type of behavior



model information belonging to



each individual virtual world



object. custom character


NumVWOBehaviorModelType custom character
This field, which is only present



in the binary representation,



specifies the number of behavior



model information contained in



the behavior model list type. custom character









According to an aspect of the present disclosure, the VWO base type 510 may further include characteristics of a haptic property list.


The haptic property list type may refer to a data structure of the haptic property list.


Depending on embodiments, the VWO sound list type 640 may be expressed using the XML, for example, as shown below in Source 7-3. However, a program source shown in Source 7-3 is not limiting and is only an example embodiment.












Source 7-3















<!-- ################################################ -->








 <!-- VWO HapticProperty List Type
 -->







 <!-- ################################################ -->


 <complexType name=“VWOHapticPropertyListType”>









<sequence>









<element name=“HapticProperty”







type=“vwoc:VWOHapticPropertyType” maxOccurs=“unbounded”/>









</sequence>







 </complexType>


 </xsd:complexType>









Table 7-4 shows binary representation syntax corresponding to the haptic property list type, according to the example embodiments.











TABLE 7-4





VWOHapticPropertyListType {
Number of bits
Mnemonic







 NumVWOHapticPropertyType

vluimsbf5


for(k=0; k< NumVWOHapticPropertyType; k++){




 HapticProperty

VWOHapticPropertyType


}




}









Table 7-5 shows descriptor components semantics of the haptic property list type, according to the example embodiments, however, the present disclosure is not limited thereto.










TABLE 7-5





Names custom character
Description custom character







VWOHapticProprtyListType custom character
Defines the list type of haptic prop-



erty information belonging to each



individual virtual world oblect. custom character


NumVWOHapticPropertyType custom character
This field, which is only present in



the binary representation, specifies



the number of haptic property



informafion contained in the haptic



property list type. custom character










FIG. 12 illustrates a data structure of a VWO sound type 710, according to example embodiments.


Referring to FIG. 12, the VWO sound type 710 may include elements including attributes 720 and resources URL 730, however, the present disclosure is not limited thereto.


The VWO sound type 710 may refer to type information of sound effects related to the VWO.


Depending on embodiments, the VWO sound type 710 may be expressed using the XML, for example, as shown below in Source 8. However, a program source shown in Source 8 is not limiting and is only an example embodiment.












Source 8















<complexType name=“VWOSoundType”>









<sequence>









<element name=“ResourcesURL” type=“anyURI”/>









</sequence>



<attribute name=“soundID” type=“ID” use=“optional”/>



<attribute name=“intensity” type=“float” use=“optional”/>



<attribute name=“duration” type=“unsignedInt” use=“optional”/>



<attribute name=“loop” type=“unsignedInt” use=“optional”/>



<attribute name=“name” type=“string” use=“optional”/>







</complexType>









The attributes 720 may include sound ID 721, intensity 722, duration 723, loop 724, and name 725, however, the present disclosure is not limited thereto.


The sound ID 721 may refer to a unique identifier of an object sound.


The intensity 722 may refer to an intensity of the sound.


The duration 723 may refer to a length of duration of the sound.


The loop 724 may refer to a number of repetitions of the sound.


The name 725 may refer to a name of the sound.


The resources URL 730 includes a link related to a sound file. The sound file may be in the form of a MP4 file, for example, however, the present disclosure is not limited thereto, and thus, the sound file may be in other forms or formats.


Example 2 shows an example of the VWO sound type 710. However, Example 2 is not limiting and is only an example embodiment.


Example 2













<vwoc:Sound loop=“0” soundID=“soundID3” duration=“30” intensity=“0.5” name=“BigAlarm”>









<vwoc:ResourcesURL>http://sounddb.com/alarmsound_0001.wav</vwoc:Resources







URL>


</vwoc:Sound>









Referring to Example 2, a sound resource having “BigAlarm” as the name 725 is stored in “http://sounddb.com/alarmsound_0001.wav” and the sound ID 721 is “SoundID3.” The duration of the sound of Example 2 may be 30 seconds and the intensity 722 of the sound may be 50%.


Table 8 shows binary representation syntax corresponding to the VWO sound type 710, according to the example embodiments.












TABLE 8






VWOSoundType{ custom character
Number of bits
Mnemonic








 SoundIDFlag custom character
 1 custom character
bslbf custom character



 IntenstyFlag custom character
 1 custom character
bslbf custom character



 DurationFlag custom character
 1 custom character
bslbf custom character



 LoopFlag custom character
 1 custom character
bslbf custom character



 NameFlag custom character
 1 custom character
bslbf custom character



 ResourcesURL custom character
See ISO 10646 custom character
U TF-8 custom character



 if(SoundIDFlag) { custom character

custom character


custom character




  SoundID
See ISO 10646 custom character
UTF-8 custom character



 } custom character

custom character


custom character




 if (IntensityFlag) { custom character

custom character


custom character




  Intensity custom character
32 custom character
fsbf custom character



 } custom character

custom character


custom character




 if(DurationFlag) { custom character

custom character


custom character




  Duration custom character
 8 custom character
uimsbf custom character



 } custom character

custom character


custom character




 if (LoopFlag) { custom character

custom character


custom character




  Loop custom character
 8 custom character
uimsbf custom character



 } custom character

custom character


custom character




 if (NameFlag){ custom character

custom character


custom character




  Name custom character
See ISO 10646 custom character
UTF-8 custom character



 } custom character

custom character


custom character




} custom character

custom character


custom character










Table 8-2 shows descriptor components semantics of the VWO sound type 710, according to the example embodiments.










TABLE 8-2





Names custom character
Description custom character







VWOSoundType custom character
Defines the sound information which each



individual virtual world object can include



as one of the characteristics. custom character


SoundFlag custom character
This field, which is only present in the binary



representation, signals the presence of the ID



attribute of the sound. “1” means the attribute shall



be used and “0” means the attribute shall not be



used. custom character


IntesityFlag custom character
This field, which is only present in the binary



representation, signals the presence of the intensity



attribute. “1” means the attribute shall be used and



“0” means the attribute shall not be used. custom character


DurationFlag custom character
This field, which is only present in the binary



representation, signals the presence of the duration



attribute. “1” means the attribute shall be used and



“0” means the attribute shall not be used. custom character


LoopFlag custom character
This field, which is only present in the binary



representation, signals the presence of the loop



attribute. “1” means the attribute shall be used and



“0” means the attribute shall not be used. custom character


NameFlag custom character
This field, which is only present in the binary



representation, signals the presence of the name



attribute. “1” means the attribute shall be used and



“0” means the attribute shall not be used. custom character


ResourcesURL custom character
Contains a link to sound resource file. custom character


SoundID custom character
Unique ID of the object sound resource. custom character


Intensity custom character
The intensity (volume) of the sound with respect to



percent. custom character


Duration custom character
The length of time that the sound lasts. custom character


Loop custom character
This is a playing option. (default value: 1,



0: repeated, 1: once, 2: twice, . . . , n: n times) custom character


Name custom character
The name of the sound. custom character










FIG. 13 illustrates a data structure of a VWO scent type 810, according to example embodiments.


Referring to FIG. 13, the VWO scent type 810 may include elements including attributes 820 and resources URL 830.


The VWO scent type 810 may refer to type information of scent effects related to the VWO.


Depending on embodiments, the VWO scent type 810 may be expressed using the XML, for example, as shown below in Source 9. However, a program source shown in Source 9 is not limiting and is only an example embodiment.












Source 9















<complexType name=“VWOScentType”>









<sequence>









<element name=“ResourcesURL” type=“anyURI”/>









</sequence>



<attribute name=“ScentID” type=“ID” use=“optional”/>



<attribute name=“intensity” type=“float” use=“optional”/>



<attribute name=“duration” type=“unsignedInt” use=“optional”/>



<attribute name=“loop” type=“unsignedInt” use=“optional”/>



<attribute name=“name” type=“string” use=“optional”/>







</complexType>









The attributes 820 may include scent ID 821, intensity 822, duration 823, loop 824, and name 825.


The scent ID 821 may refer to a unique identifier of an object scent.


The intensity 822 may refer to an intensity of the scent.


The duration 823 may refer to a length of duration of the scent.


The loop 824 may refer to a number of repetitions of the scent.


The name 825 may refer to a name of the scent.


The resources URL 830 may include a link related to a scent file.


Example 3 shows an example of the VWO scent type 810. However, Example 3 is not limiting and is only an example embodiment of the VWO scent type 810.


Example 3













<vwoc:Scent duration=“20” intensity=“0.2” name=“rose” scentID=“ScentID5”>









<vwoc:ResourcesURL>http://scentdb.com/flower_0001.sct</vwoc:ResourcesURL>







</vwoc:Scent>









Table 9 shows example binary representation syntax corresponding to the VWO scent type 810, according to the example embodiments.











TABLE 9





VWOScentType{ custom character
Number of bits
Mnemonic







 ScentIDFlag custom character
 1 custom character
bslbf custom character


 IntensityFlag custom character
 1 custom character
bslbf custom character


 DurationFlag custom character
 1 custom character
bslbf custom character


 LoopFlag custom character
 1 custom character
bslbf custom character


 NameFlag custom character
 1 custom character
bslbf custom character


 ResourcesURL custom character
See ISO 10646 custom character
UTF-8 custom character


 if(ScentIDFlag) { custom character

custom character


custom character



  ScentID custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 if(IntensityFlag) { custom character

custom character


custom character



  Intensity custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(DurationFlag) { custom character

custom character


custom character



  Duration custom character
 8 custom character
uimsbf custom character


 } custom character

custom character


custom character



 if(LoopFlag) { custom character

custom character


custom character



  Loop custom character
 8 custom character
uimsbf custom character


 } custom character

custom character


custom character



 if(NameFlag) { custom character

custom character


custom character



  Name custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 9-2 shows example descriptor components semantics of the VWO scent type 810, according to the example embodiments.










TABLE 9-2





Names custom character
Description custom character







VWOScentType custom character
Defines the scent information which each



individual virtual world object can include



as one of the charactaistics. custom character


ScentIDFlag custom character
This field, which is only present in the binary



representation, signals the presence of the ID



attribute of the scent. “1” means the attribute shall



be used and “0” means the attribute shall not be



used. custom character


IntensityFlag custom character
This field, which is only present in the binary



representation, signals the presence of the intensity



attribute. “1” means the attribute shall be used and



“0” means the attribute shall not be used. custom character


DurationFlag custom character
This field, which is only present in the binary



representation, signals the presence of the duration



attribute. “1” means the attribute shall be used and



“0” means the attribute shall not be used. custom character


LoopFlag custom character
This field, which is only present in the binary



representation, signals the presence of the loop



attribute. “1” means the attribute shall be used and



“0” means the attribute shall not be used. custom character


NameFlag custom character
This field, which is only present in the binary



representation, signals the presence of the name



attribute. “1” means the attribute shall be used and



“0” means the attribute shall not be used. custom character


ResourcesURL custom character
Contains a link to scent resource file. custom character


ScentID custom character
Unique ID of the object scent resource. custom character


Intensity custom character
The intensity (volume) of the scent with respect to



percent. custom character


Duration custom character
The length of time that the scent lasts. custom character


Loop custom character
This is a playing option. (default value: 1,



0: repeated, 1: once, 2: twice, . . . , n: n times) custom character


Name custom character
The name of the scent. custom character










FIG. 14 illustrates a data structure of a VWO control type 910, according to example embodiments.


Referring to FIG. 14, the VWO control type 910 may include attributes 920 and motion feature control 930.


The VWO control type 910 may refer to type information of control related to the VWO.


Depending on embodiments, the VWO control type 910 may be expressed using the XML, for example, as shown below in Source 10. However, a program source shown in Source 10 is not limiting and is only an example embodiment.












Source 10















<!-- ################################################ -->








<!-- VWO Control Type
-->







<!-- ################################################ -->


<complexType name=“VWOControlType”>









<sequence>









<element name=“MotionFeatureControl”







type=“vwoc:MotionFeaturesControlType”/>









</sequence>



<attribute name=“controlID” type=“ID” use=“optional”/>







</complexType>


<!-- ################################################ -->








<!-- Motion Features Control Type
-->







<!-- ################################################ -->


<complexType name=“MotionFeaturesControlType”>









<sequence>









<element name=“Position” type=“mpegvct:Float3DVectorType”



minOccurs=“0”/>



<element name=“Orientation”







type=“mpegvct:Float3DVectorType” minOccurs=“0”/>









<element name=“ScaleFactor”







type=“mpegvct:Float3DVectorType” minOccurs=“0”/>









</sequence>







</complexType>









The attributes 920 may include control ID 921.


The control ID 921 may refer to a unique identifier of the control.


The motion feature control 930 may refer to a set of elements controlling a position, an orientation, and a scale of the virtual object. According to example embodiments, the motion feature control 930 may include elements including a position 941, an orientation 942, and a scale factor 943.


The position 941 may refer to a position of the object in a scene. As a non-limiting example, the position 941 may be expressed by a 3-dimensional (3D) floating point vector method (x, y, and z).


The orientation 942 may refer to an orientation of the object in the scene. Depending on embodiments, the orientation 942 may be expressed by the 3D floating point vector method (yaw, pitch, and roll) using an Euler angle.


The scale factor 943 may refer to a scale of the object in the scene. Depending on embodiments, the scale factor 943 may be expressed by the 3D floating point vector method (Sx, Sy, and Sz).


Table 10 shows example binary representation syntax corresponding to the VWO control type 910, according to the example embodiments.











TABLE 10





VWOControlType { custom character
Number of bits
Mnemonic







 ControlIDFlag custom character
1 custom character
bslbf custom character


 MotionFeatureControl custom character

custom character

MotionFeatureControlType custom character


 If(ControlIDFlag) { custom character

custom character


custom character



  ControlID custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character



MotionFeaturesControlType{ custom character

custom character


custom character



 PositionFlag custom character
1 custom character
bslbf custom character


 OrientationFlag custom character
1 custom character
bslbf custom character


 ScaleFactorFlag custom character
1 custom character
bslbf custom character


 if(PositionFlag) { custom character

custom character


custom character



  Position custom character

custom character

Float3DVectorType custom character


 } custom character

custom character


custom character



 if(OrientatonFlag) { custom character

custom character


custom character



  Orientation custom character

custom character

Float3DVectorType custom character


 } custom character

custom character


custom character



 if(ScaleFactorFlag) { custom character

custom character


custom character



  ScaleFactor custom character

custom character

Float3DVectorType custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 10-2 shows example descriptor components semantics of the VWO control type 910, according to the example embodiments.










TABLE 10-2





Names custom character
Description custom character







VWOControlType custom character
Defines the control infomiation which each individual virtual



world object can include as one of the characteristics. custom character


ControIDFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Control element, “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


MotionFeatureCortrol custom character
Set of elements that control the position, the orientation and the



scale of the virtual object. custom character


ControlID custom character
Unique ID of the object scent resource. custom character


MotionFeaturesControlType custom character
Defines the rigid motion control with respect to the position, the



orientation or the scale of the virtual object. custom character


PositionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Position element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


OrientationFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Orientation element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


ScaleFactorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ScaleFactor element “1” means



the attribute shall be used and “0” means the attribute shall not



be used. custom character


Position custom character
The position of the object in the scene with 3D floating point



vector (x, y, z). custom character


Orientation custom character
The orientation of the object in the scale with 3D floating point



vector as an Euler angle (yaw, pitch, roll). custom character


ScaleFactor custom character
The scale of the object in the scene expressed as 3D floating



point vector (Sx, Sy, Sz). custom character










FIG. 15 illustrates a data structure of a VWO event type 1010, according to example embodiments.


Referring to FIG. 15, the VWO event type 1010 may include attributes 1020 and a plurality of elements 1031, 1032, 1033, and 1034, however, the present disclosure is not limited thereto.


The VWO event type 1010 may refer to type information of an event related to the VWO.


Depending on embodiments, the VWO event type 1010 may be expressed using the XML, for example, as shown below in Source 11. However, a program source shown in Source 11 is not limiting and is only an example embodiment.












Source 11















<!-- ################################################ -->








<!-- VWO Event Type
-->







<!-- ################################################ -->


<complexType name=“VWOEventType”>









<choice>









<element name=“Mouse” type=“mpeg7:termReferenceType”/>



<element name=“Keyboard”



type=“mpeg7:termReferenceType”/>



<element name=“SensorInput”



type=“iidl:SensedInfoBaseType”/>



<element name=“UserDefinedInput” type=“string”/>









</choice>



<attribute name=“eventID” type=“ID” use=“required”/>







</complexType>









The attributes 1020 may include event ID 1021.


The event ID 1021 may refer to a unique identifier of an event.


The VWO event type 1010, according to the example embodiments, may include elements including mouse 1031, keyboard 1032, sensor input 1033, and user defined input 1034.


The mouse 1031 may refer to a mouse event. That is, the mouse 1031 may refer to an event occurring based on an input by manipulation of a mouse. For example, the mouse 1031 may include elements shown in Table 11.












TABLE 11







Element
Information









Click
Event generated when a left mouse




button is clicked



Double_Click
Event generated when a left mouse




button is double clicked



LeftBttn_down
Event generated when pressing of a left




mouse button starts



LeftBttn_up
Event generated upon release of a left




mouse button from a pressed state



RightBttn_down
Event generated when pressing of a right




mouse button starts



RightBttn_up
Event generated upon release of a right




mouse button from a pressed state



Move
Event generated when a mouse is moved










The keyboard 1032 refers to a keyboard event. That is, the keyboard 1032 may refer to an event generated based on an input by manipulation of a keyboard. For example, the keyboard 1032 may include elements shown in Table 11-2.












TABLE 11-2







Element
Information









Key_Down
Event generated when a certain button of




a keyboard is pressed



Key_Up
Event generated upon release of a certain




button of a keyboard from a pressed state










The sensor input 1033 may refer to a sensor input. That is, the sensor input 1033 may refer to an event occurring based on an input by manipulation of a sensor.


The user defined input 1034 may refer to an input event defined by a user.


Table 11-3 shows example binary representation syntax corresponding to the VWO event type 1010, according to the example embodiments.











TABLE 11-3






Number



VWOEventType { custom character
of bits
Mnemonic







 VWOEventChoice custom character
 2 custom character
bslbf custom character


 if (VWOEventChoice ==000)
  custom character

custom character



 { custom character




  Mouse custom character
  custom character
MouseType custom character


 }else if(VWOEventChoice==
  custom character

custom character



 001) { custom character




  Keyboardcustom character
  custom character
KeyboardType custom character


 }else if(VWOEventChoice==
  custom character

custom character



 010) { custom character




  SensorInput custom character
 See
IndividualSensedInfo











 m17469 custom character
Type
 +











SensedInfoType












specified
 by











IndividualSensedInfo




Type custom character


 }else if(VWOEventChoice==
  custom character

custom character



 011) { custom character




  UserDefinedInput custom character
 See ISO
UTF-8 custom character



 10646 custom character



 } custom character
  custom character

custom character



 EventID custom character
 See ISO
UTF-8 custom character



 10646 custom character



} custom character
  custom character

custom character




custom character

  custom character

custom character



KeyboardType custom character
 7 custom character
uimsbf custom character


MouseType custom character
 7 custom character
uimsbf custom character









Table 11-4 shows example descriptor components semantics of the VWO event type 1010, according to the example embodiments.











TABLE 11-4





Names custom character
Description custom character








VWOEventType custom character
Defines the event information which each individual virtual world object can include as one




of the characterisics. custom character



VWOEventChoice custom character
This field, which is only present in the binary representation, signals which type of events




shall be chosen. custom character




(000: Mouse, 001:Keyboard, 010: SensorInput, 011: User defined Input, 011-111:




Reserved) custom character





Mouse custom character
Mouse Events. custom character












Element custom character
Information custom character

custom character







0000 custom character
Describes the event of click the left button of a mouse

custom character





(Click) custom character




0001 custom character
Describes the event of double-click the left button of a

custom character





mouse. (doubleclick) custom character




0010 custom character
Describes the event which takes place at the moment

custom character





of holding down the left button of a mouse.





(LeftButtonDown) custom character




0011 custom character
Describes the event which takes place at the moment

custom character





of releasing the left button of a mouse.





(LeftButtonUP) custom character




0100 custom character
Describes the event which takes place at the moment

custom character





of holding down the left button of a mouse.





(RightButtonDown) custom character




0101 custom character
Describes the event which takes place at the moment

custom character





of releasing the left button of a mouse. custom character





( RightButtonUP) custom character




0110 custom character
Describes the event which takes place while changing

custom character





the mouse position. (Move) custom character




0111 - 1111 custom character
Reserved custom character

custom character













Keyboard custom character
Keyboard Event custom character












Element custom character
Information custom character

custom character







0000 custom character
Describes the event which takes place at the moment

custom character





of holding a keyboard button down. (KeyDown) custom character




0001 custom character
Describes the event which takes place at the moment

custom character





of releasing a keyboard button. (KeyUp) custom character




0010 - 1111 custom character
Reserved custom character

custom character













SensorInput custom character
sensor input events custom character







(IndividualSensedInfoType ÷ SensedInfo(specified by IndividualSensedInfoType)) custom character




Refers to m17469 custom character



UserDefinedInput custom character
User defined input custom character



EventID custom character
A unique identifier of the event custom character










FIG. 16 illustrates a data structure of a VWO behavior model type 1110, according to example embodiments.


Referring to FIG. 16, the VWO behavior model type 1110 may include behavior input 1120 and behavior output 1130.


The VWO behavior model type 1110 may refer to type information of a behavior model related to the VWO.


Depending on embodiments, the VWO behavior model type 1110 may be expressed using the XML, for example, as shown below in Source 12. However, a program source shown in Source 12 is not limiting and is only an example embodiment.












Source 12















<!-- ################################################ -->








<!-- VWO Behavior Model Type
-->







<!-- ################################################ -->


<complexType name=“VWOBehaviorModelType”>









<sequence>









<element name=“BehaviorInput”



type=“vwoc:BehaviorInputType”/>



<element name=“BehaviorOutput”



type=“vwoc:BehaviorOutputType”/>









</sequence>







</complexType>


<!-- ################################################ -->








<!-- Behavior Input Type
-->







<!-- ################################################ -->


<complexType name=“BehaviorInputType”>









<attribute name=“eventIDRef” type=“IDREF”/>







</complexType>


<!-- ################################################ -->








<!-- Behavior Output Type
-->







<!-- ################################################ -->


<complexType name=“BehaviorOutputType”>









<attribute name=“soundIDRefs” type=“IDREFS” use=“optional”/>



<attribute name=“scentIDRefs” type=“IDREFS” use=“optional”/>



<attribute name=“animationIDRefs” type=“IDREFS”



use=“optional”/>



<attribute name=“controlIDRefs” type=“IDREFS” use=“optional/>







</complexType>









The behavior input 1120 may refer to an input event for making an object behavior. Depending on embodiments, the behavior input 1120 may include attributes 1121.


The attributes 1121 may include event ID reference 1122, however, the present disclosure is not limited thereto. The event ID reference 1122 may refer to a unique identifier of the input event.


The behavior output 1130 may refer to an output of the object behavior corresponding to the input event. For example, the behavior output 1130 may include attributes 1131.


The attributes 1131 may include sound ID reference 1132, scent ID reference 1133, animation ID reference 1134, and control ID reference 1135, however, the present disclosure is not limited thereto.


The sound ID reference 1132 may reference a sound ID to provide sound effects of the object.


The scent ID reference 1133 may reference a scent ID to provide scent effects of the object.


The animation ID reference 1134 may reference an animation ID to provide an animation clip of the object.


The control ID reference 1135 may reference a control ID to provide control of the object.


Table 12 shows example binary representation syntax corresponding to the VWO behavior model type 1110, according to the example embodiments.











TABLE 12





VWOBehaviorModelType{ custom character
Number of bits
Mnemonic







 BehaviorInput custom character
  custom character
BehaviorInputType custom character


 BehaviorOutput custom character
  custom character
BehaviorOutputType custom character


} custom character
  custom character

custom character



BehaviorInputType{ custom character
  custom character

custom character



 EventIDRef custom character
 See ISO
UTF-8 custom character



 10646 custom character



} custom character
  custom character

custom character



BehaviorOutputType{ custom character
  custom character

custom character



 SoundIDFlag custom character
 1 custom character
bslbf custom character


 ScentIDFlag custom character
 1 custom character
bslbf custom character


 AnimationIDFlag custom character
 1 custom character
bslbf custom character


 ControlIDFlag custom character
 1 custom character
bslbf custom character


 if(SoundIDFlag) { custom character
  custom character

custom character



  SoundIDRefs custom character
 See ISO
UTF-8 custom character



 10646 custom character



 } custom character
  custom character

custom character



 if(ScentIDFlag) { custom character
  custom character

custom character



  ScentIDRefs custom character
 See ISO
UTF-8 custom character



 10646 custom character



 } custom character
  custom character

custom character



 if(AnimationIDFlag) { custom character
  custom character

custom character



  AnimationIDRefs custom character
 See ISO
UTF-8 custom character



 10646 custom character



 } custom character
  custom character

custom character



 if(ControlIDFlag) { custom character
  custom character

custom character



  ControlIDRefs custom character
 See ISO
UTF-8 custom character



 10646 custom character



 } custom character
  custom character

custom character



} custom character
  custom character

custom character










Table 12-2 shows example descriptor components semantics of the VWO behavior model type 1110, according to the example embodiments.










TABLE 12-2





Names custom character
Description custom character







VWOBehaviorModelType custom character
Defines the behavior model



information which



each individual virtual



world object can include



as one of the characterstics. custom character


BehaviorInput custom character
Input event to make an



object behavior. custom character


BehaviorOutput custom character
Object behavior output according



to an input event custom character



custom character


custom character



BehaviorInputType custom character
Defines the input event corresponding



to an output behavior. custom character


EventIDRef custom character
It refers Event ID of Input event custom character


BehaviorOutputType custom character
Defines an output behavior. custom character


SoundIDRefs custom character
It refers sound IDs of an



output behavior. custom character


ScentIDRefs custom character
It refers scent IDs of an



output behavior. custom character


AnimationIDRefs custom character
It refers animation IDs of an



output behavior. custom character


ControlIDRefs custom character
It refers Contorl IDs of an



output behavior. custom character









The VWO according to the example embodiments may include a common data type for the avatar metadata and the virtual object metadata. The common data type may be used as a basic building block. The common data type may include a haptic property type, a description type, an animation description type, an animation resources description type, and a common simple data type, however, the present disclosure is not limited thereto.


Hereinafter, the common data type will be described in detail with reference to FIGS. 17 and 18.



FIG. 17 illustrates a data structure of a VWO haptic property type 1210, according to example embodiments.


Referring to FIG. 17, the VWO haptic property type 1210 may include attributes 1220 and a plurality of elements 1230, 1240, and 1250.


The VWO haptic property type 1210 may refer to type information related to a haptic property of the VWO.


Depending on embodiments, the VWO haptic property type 1210 may be expressed using the XML, for example, as shown below in Source 13. However, a program source shown in Source 13 is not limiting and is only an example embodiment.












Source 13















<complexType name=“VWOHapticPropertyType”>









<sequence>









<element name=“MaterialProperty”







type=“vwoc:MaterialPropertyType” minOccurs=“0”/>









<element name=“DynamicForceEffect”







type=“vwoc:DynamicForceEffectType” minOccurs=“0”/>









<element name=“TactileProperty”



type=“vwoc:TactileType” minOccurs=“0”/>









</sequence>



<attribute name=“hapticID” type=“ID” use=“required”/>







</complexType>


<complexType name=“MaterialPropertyType”>









<attribute name=“stiffness” type=“float” use=“optional”/>



<attribute name=“staticFriction” type=“float” use=“optional”/>



<attribute name=“dynamicFriction” type=“float” use=“optional”/>



<attribute name=“damping” type=“float” use=“optional”/>



<attribute name=“texture” type=“anyURI” use=“optional”/>



<attribute name=“mass” type=“float” use=“optional”/>







</complexType>


<complexType name=“DynamicForceEffectType”>









<attribute name=“forceField” type=“anyURI” use=“optional”/>



<attribute name=“movementTrajectory” type=“anyURI”



use=“optional”/>







</complexType>


<complexType name=“TactileType”>









<attribute name=“temperature” type=“float” use=“optional”/>



<attribute name=“vibration” type=“float” use=“optional”/>



<attribute name=“current” type=“float” use=“optional”/>



<attribute name=“tactilePatterns” type=“anyURI” use=“optional”/>







</complexType>









The attributes 1220 may include haptic ID 1221.


The haptic ID 1221 may refer to a unique identifier of the haptic property.


The VWO haptic property type 1210 may include a material property type 1230, a dynamic force effect type 1240, and a tactile type 1250.


The material property type 1230 may include a parameter characterizing property of a material.


The dynamic force type 1240 may include a parameter characterizing force effects.


The tactile type 1250 may include a parameter characterizing tactile property.


Table 13 shows example binary representation syntax corresponding to the VWO haptic property type 1210, according to the example embodiments.











TABLE 13





VWOHapticPropertyType { custom character
Number of bits
Mnemonic







 MaterialPropertyFlag custom character
   1 custom character
bslbf custom character


 DynamicForceEffectFlag custom character
   1 custom character
bslbf custom character


 TactilePropertyFlag custom character
   1 custom character
bslbf custom character


 if(MaterialPropertyFlag) { custom character
    custom character

custom character



  MaterialProperty custom character
    custom character
MaterialPropertyType custom character


 } custom character
    custom character

custom character



 if(DynamicForceEffectFlag) { custom character
    custom character

custom character



  DynamicForceEffect custom character
    custom character
DynamicForceEffectType custom character


 } custom character
    custom character

custom character



 if(TactilePropertyFlag) { custom character
    custom character

custom character



  TactileProperty custom character
    custom character
TactilePropertyType custom character


 } custom character
    custom character

custom character



 hapticID custom character
 See ISO 10646 custom character
UTF-8 custom character


} custom character
    custom character

custom character



custom character
    custom character

custom character











MaterialPropertyType{

custom character

    custom character

custom character










 StiffnessFlag custom character
   1 custom character
bslbf custom character


 StaticFrictionFlag custom character
   1 custom character
bslbf custom character


 DynamicFrictionFlag custom character
   1 custom character
bslbf custom character


 DampingFlag custom character
   1 custom character
bslbf custom character


 TextureFlag custom character
   1 custom character
bslbf custom character


 MassFlag custom character
   1 custom character
bslbf custom character


 if(StiffnessFlag) { custom character
    custom character

custom character



  Stiffness custom character
  32 custom character
fsbf custom character


 } custom character
    custom character

custom character



 if(StaticFrictionFlag) { custom character
    custom character

custom character



  StaticFriction custom character
  32 custom character
fsbf custom character


 } custom character
    custom character

custom character



 if(DynamicFrictionFlag) { custom character
    custom character

custom character



  DynamicFriction custom character
  32 custom character
fsbf custom character


 } custom character
    custom character

custom character



 if(DampingFlag) { custom character
    custom character

custom character



  Damping custom character
  32 custom character
fsbf custom character


 } custom character
    custom character

custom character



 if(TextureFlag) { custom character
    custom character

custom character



  Texture custom character
 See ISO 10646 custom character
UTF-8 custom character


 } custom character
    custom character

custom character



 if(MassFlag) { custom character
    custom character

custom character



  Mass custom character
  32 custom character
fsbf custom character


 } custom character
    custom character

custom character



} custom character
    custom character

custom character




custom character

    custom character

custom character











DynamicForceEffectType{

custom character

    custom character

custom character










 ForceFieldFlag custom character
   1 custom character
bslbf custom character


 MovementTrajectoryFlag custom character
   1 custom character
bslbf custom character


 if(ForceFieldFlag) { custom character
    custom character

custom character



  ForceField custom character
 See ISO 10646 custom character
UTF-8 custom character


 } custom character
    custom character

custom character



 if(MovementTrajectoryFlag) {  custom character
    custom character

custom character



  MovementTrajectory custom character
 See ISO 10646 custom character
UTF-8 custom character


 } custom character
    custom character

custom character



} custom character
    custom character

custom character











TactileType{

custom character

    custom character

custom character










 TemperatureFlag custom character
   1 custom character
bslbf custom character


 VibrationFlag custom character
   1 custom character
bslbf custom character


 CurrentFlag custom character
   1 custom character
bslbf custom character


 TactilePatternsFlag custom character
   1 custom character
bslbf custom character


 if(TemperatureFlag) { custom character
    custom character

custom character



  Temperature custom character
  32 custom character
fsbf custom character


 } custom character
    custom character

custom character



 if(VibrationFlag) { custom character
    custom character

custom character



  Vibration custom character
  32 custom character
fsbf custom character


 } custom character
    custom character

custom character



 if(CurrentFlag) { custom character
    custom character

custom character



  Current custom character
  32 custom character
fsbf custom character


 } custom character
    custom character

custom character



 if(TactilePatternsFlag) { custom character
    custom character

custom character



  TactilePatterns custom character
 See ISO 10646 custom character
UTF-8 custom character


 } custom character
   custom character

custom character



} custom character
   custom character

custom character










Table 13-2 shows descriptor components semantics of the VWO haptic property type 1210, according to the example embodiments.










TABLE 13-2





Names custom character
Description custom character







VWOHapticPropertyType custom character
Defines the haptic property information which each individual



virtual world object can include as one of the characteristics. custom character


MaterialPropertyFlag custom character
This field, which is only present in the binary representation,



signals the presence of the MaterialProperty element. “1”



means the attribute shall be used and “0” means the attribute



shall not be used. custom character


DynamicForceEffectFlag custom character
This field, which is only present in the binary representation,



signals the presence of the DynamicForceEffect element “1”



means the attribute shall be used and “0” means the attibute



shall not be used. custom character


TactilePropertyFlag custom character
This field, which is only present in the binary representation,



signals the presence of the TactileProperty element “1” means



the attribute shall be used and “0” means the attibute shall not



be used. custom character


MaterialProperty custom character
This type contains parameters characterizing haptic properties. custom character









DynamicForceEffect

custom character

This type contains parameters characterizing force effects. custom character








TactileProperty custom character
This type contains parameters characterizing tactile properties. custom character


hapticID custom character
Idetifier of the haptic effect. custom character


MaterialPropertyType custom character
Defines the parameters characterizing material properties custom character


StiffnessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Stiffness element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


StaticFrictionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the StaticFriction element “1” means



the attribute shall be used and “0” means the attribute shall not



be used. custom character


DynamicFrictionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the DynamicFriction element. “1”



means the attribute shall be used and “0” means the attribute



shall not be used. custom character


DampingFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Damping element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


TextureFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Texture element “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


MassFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Mass element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


Stiffness custom character
The stiffness of the virtual world object (in N/mm). custom character


StaticFriction custom character
The static friction of the virtual world object. custom character


DynamicFriction custom character
The dynamic friction of the virtual world object. custom character


Damping custom character
The damping of the virtual world object. custom character


Texture custom character
Contains a link to haptic texture file(e.g. bump image) custom character


Mass custom character
The mass of the virtual world object. custom character



custom character


custom character










DynamicForceEffect

custom character

Defines the parameters characterizing force effects. custom character








ForceFieldFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Forcefield element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


MovementTrajectoryFlag custom character
This field, which is only present in use binary representation,



signals the presence of the MovementTrajectory element. “1”



means the attribute shall be used and “0” means the attribute



shall not be used. custom character


ForceField custom character
Contains link to force filed vector file (sum of force field



vectors). custom character


MovementTrajectory custom character
Contains link to force trajectory file (e.g. .dat file including sum



of motion data). custom character



custom character


custom character



TactileProperty custom character
Defines the parameters characterizing tactile properties. custom character


TemperatureFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ForceField element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


VibrationFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ForceField element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


CurrentFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ForceField element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


TactilePatternsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ForceField element. “1” means the



attribute shall be used and “0” means the attribute shall not be



used. custom character


Temperature custom character
The temperature of the virtual world object(in degree celcius). custom character


Vibration custom character
The vibration of the virtual world object. custom character


Current custom character
The electric current of the virtual world object. (in mA) custom character


TactilePatterns custom character
Contains link to tactile pattern file (e.g. grey-scale video. (.avi,



h.264., or .dat file.) custom character









According to an aspect of the present disclosure, the common simple data type may be expressed using the XML, for example, as shown below in Source 13-3. However, a program source shown in Source 13-3 is not limiting and is only an example embodiment.












Source 13-3















<simpleType name=“indicateOfLHType”>









<restriction base=“string”>









<enumeration value=“low”/>



<enumeration value=“high”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfLMHType”>









<restriction base=“string”>









<enumeration value=“low”/>



<enumeration value=“medium”/>



<enumeration value=“high”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfSMBType”>









<restriction base=“string”>









<enumeration value=“small”/>



<enumeration value=“medium”/>



<enumeration value=“big”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfSMLType”>









<restriction base=“string”>









<enumeration value=“short”/>



<enumeration value=“medium”/>



<enumeration value=“long”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfDMUType”>









<restriction base=“string”>









<enumeration value=“down”/>



<enumeration value=“medium”/>



<enumeration value=“up”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfDUType”>









<restriction base=“string”>









<enumeration value=“down”/>



<enumeration value=“up”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfPMNType”>









<restriction base=“string”>









<enumeration value=“pointed”/>



<enumeration value=“middle”/>



<enumeration value=“notpointed”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfRCType”>









<restriction base=“string”>









<enumeration value=“round”/>



<enumeration value=“cleft”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfLRType”>









<restriction base=“string”>









<enumeration value=“left”/>



<enumeration value=“right”/>









</restriction>







</simpleType>


<simpleType name=“indicateOfLMRType”>









<restriction base=“string”>









<enumeration value=“left”/>



<enumeration value=“middle”/>



<enumeration value=“right”/>









</restriction>







</simpleType>


<simpleType name=“measureUnitLMHType”>









<union memberTypes=“vwoc:indicateOfLMHType float”/>







</simpleType>


<simpleType name=“measureUnitSMBType”>









<union memberTypes=“vwoc:indicateOfSMBType float”/>







</simpleType>


<simpleType name=“levelOf5Type”>









<restriction base=“integer”>









<minInclusive value=“1”/>



<maxInclusive value=“5”/>









</restriction>







</simpleType>


<simpleType name=“angleType”>









<restriction base=“float”>









<minInclusive value=“0”/>



<maxInclusive value=“360”/>









</restriction>







</simpleType>


<simpleType name=“percentageType”>









<restriction base=“float”>









<minInclusive value=“0”/>



<maxInclusive value=“100”/>









</restriction>







</simpleType>


<simpleType name=“unlimitedPercentageType”>









<restriction base=“float”>









<minInclusive value=“0”/>









</restriction>







</simpleType>


<!-- ################################################ -->








<!-- Point Type
-->







<!-- ################################################ -->


<complexType name=“PointType” abstract=“true”/>


<!-- ################################################ -->








<!-- Logical Point Type
-->







<!-- ################################################ -->


<complexType name=“LogicalPointType”>









<complexContent>









<extension base=“vwoc:PointType”>









<attribute name=“name” type=“string” use=“optional”/>



<attribute name=“sensorID” type=“anyURI”



use=“optional”/>









</extension>









</complexContent>







</complexType>


<!-- ################################################ -->








<!-- Physical 3D Point Type
 -->







<!-- ################################################ -->


<complexType name=“Physical3DPointType”>









<complexContent>









<extension base=“vwoc:PointType”>









<attribute name=“x” type=“float” use=“optional”/>



<attribute name=“y” type=“float” use=“optional”/>



<attribute name=“z” type=“float” use=“optional”/>









</extension>









</complexContent>







</complexType>









Table 13-4 shows example binary representation syntax corresponding to the common simple data type, according to the example embodiments.











TABLE 13-4






Number




of bits
Mnemonic







indicateOfLHType
1
bslbf


indicateOfLMHType
2
bslbf


indicateOfSMBType
2
bslbf


indicateOfSMLType
2
bslbf


indicateOfDMUType
2
bslbf


indicateOfDUType
1
bslbf


indicateOfPMNType
2
bslbf


indicateOfRCType
1
bslbf


indicateOfLRType
1
bslbf


indicateOfLMRType
2
bslbf


measureUnitLMHType{




 selectType
1
bslbf


 If(selectType == 0){




  indicationOfLMH

indicateOfLMHType


 }else{




  measure
32
fsbf


 }




}




measureUnitSMBType{




 selectType
1
bslbf


 If(selectType == 0){




  indicateOfSMB

indicateOfSMBType


 }else{




  measure
32
fsbf


 }




}




levelOf5Type
3
bslbf


angleType
32
fsbf


percentageType
32
fsbf


unlimitedPercentageType
32
fsbf


PointType{




 PointTypeSelect
1
bslbf


 if (PointTypeSelect) {




  Point

LogicalPointType


 }




 else{




  Point

Physical3DPointType


 }




}




LogicalPointType{




 nameflag
1
bslbf


 sensorIDflag
1
bslbf


 if(nameflag == 1){




  name
See ISO 10646
UTF-8


 }




 if(sensorIDflag == 1){




  sensorID
See ISO 10646
UTF-8


 }




}




Physical3DPointType{




 x
32
fsbf


 y
32
fsbf


 z
32
fsbf


}









Table 13-5 shows example descriptor components semantics of the common simple data type, according to the example embodiments.










TABLE 13-5





Names
Description







indicateOfLHType
A type of which value is either



low or high. (0: low, 1: high)


indicateOfLMHType
A type of which value is among



low, medium, or high.



(0: low, 1: medium, 2: high, 3: reserved)


indicateOfSMBType
A type of which value is among small,



medium, or big.



(0: small, 1: medium, 2: big, 3: reserved)


indicateOfSMLType
A type of which value is among short,



medium, or long.



(0: short, 1: medium, 2: long, 3: reserved)


indicateOfDMUType
A type of which value is among down,



medium, or up.



(0: down, 1: medium, 2: up, 3: reserved)


indicateOfDUType
A type of which value is either down or up.



(0: down, 1: up)


indicateOfPMNType
A type of which value is among pointed,



middle, or not pointed.



(0: short, 1: medium, 2: long, 3: reserved)


indicateOfRCType
A type of which value is either round, or cleft.



(0: round, 1: cleft)


indicateOfLRType
A type of which value is either left, or right.



(0: left, 1: right)


indicateOfLMRType
A type of which value is amoung left,



middle, or right. (0: left, 1: middle,



2: right, 3: reserved)


measureUnitLMHType
A type which may be either



indicateOfLMHType or float.


selectType
This field, which is only present in



the binary representation,



signals whether a floating point value



is used or the indicateOfLMHType



is used. “1” means that



the indicateOfLMHType shall be used,



and “0” means that a floating point



value shall not be used.


measure
a floating point value


measureUnitSMBType
A type which may be either



indicateOfSMBType or float.


selectType
This field, which is only present in



the binary representation,



signals whether a floating point value



is used or the indicateOfSMBType



is used. “1” means that the



indicateOfSMBType shall be used,



and “0” means that a floating point value



shall not be used.


measure
a floating point value


levelOf5Type
A type of which integer value is from one



to five. (0:0, 1:1, 2:2, 3:3,



4:4, 5:5, 6-8:reserved)


angleType
A type of which floating value is from



0 degree to 360 degree.


percentageType
A type of which floating point value is from



0 percent to 100 percent.


unlimitedPercentageType
A type of which floating value is



from 0 percent.


PointType
A type providing the point type


PointTypeSelect
This field, which is only present in



the binary representation,



signals whether the type of point is



logical point type or the type of point



is a physical 3d positional point.



“1” means that the logical point type



shall be used, and “0” means that the



physical 3D point type shall be used.


LogicalPointType
A type providing the name of



the feature point


nameflag
This field, which is only present in the



binary representation, signals



whether name is used or not.



“1” means that the name shall be used,



and “0” means that



name shall not be used.


sensorIDflag
This field, which is only present



in the binary representation,



signals whether sensorID is used or



not. “1” means that the sensorID



shall be used, and



“0” means that the sensorID



shall not be used.


name
The name of the feature point


sensorID
The sensor ID corresponding to



the feature point


Physical3DPointType
A type providing a three dimensional



point vector value.


x
The point value on x-axis in



3 dimensional space


y
The point value on y-axis in



3 dimensional space


z
The point value on z-axis in



3 dimensional space









According to an aspect of the present disclosure, the simple data type may include indicate of LH type, indicate of LMH type, indicate of SMB type, indicate of SML type, indicate of DMU type, indicate of DU type, indicate of MN type, indicate of RC type, indicate of LR type, indicate of LMR type, measure unit of LMH type, measure unit of SMB type, level of 5 type, angle type, percentage type, unlimited percentage type, and point type.


The indicate of LH type represents whether a value is high or low.


Depending on embodiments, the indicate of LH type may be expressed using the XML, for example, as shown below in Source 20. However, a program source shown in Source 20 is not limiting and is only an example embodiment.












Source 20















<!-- ################################################ -->








<!-- indicate Of LH Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfLHType”>









<restriction base=“string”>









<enumeration value=“low”/>



<enumeration value=“high”/>









</restriction>







</simpleType>









The indicate of LMH type represents whether the value is high, medium, or low.


Depending on embodiments, the indicate of LMH type may be expressed using the XML as shown in Source 21. However, a program source shown in Source 21 is not limiting and is only an example embodiment.












Source 21















<!-- ################################################ -->








<!-- indicate Of LMH Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfLMHType”>









<restriction base=“string”>









<enumeration value=“low”/>



<enumeration value=“medium”/>



<enumeration value=“high”/>









</restriction>







</simpleType>









The indicate of SMB type represents whether the value is small, medium, or big.


Depending on embodiments, the indicate of SMB type may be expressed using the XML, for example, as shown below in Source 22. However, a program source shown in Source 22 is not limiting and is only an example embodiment.












Source 22















<!-- ################################################ -->








<!-- indicate Of SMB Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfSMBType”>









<restriction base=“string”>









<enumeration value=“small”/>



<enumeration value=“medium”/>



<enumeration value=“big”/>









</restriction>







</simpleType>









The indicate of SML type represents whether the value is short, medium, or long.


Depending on embodiments, the indicate of SML type may be expressed using the XML, for example, as shown in Source 23. However, a program source shown in Source 23 is not limiting and is only an example embodiment.












Source 23















<!-- ################################################ -->








<!-- indicate Of SML Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfSMLType”>









<restriction base=“string”>









<enumeration value=“short”/>



<enumeration value=“medium”/>



<enumeration value=“long”/>









</restriction>







</simpleType>









The indicate of DMU type represents whether the value is down, medium, or up.


Depending on embodiments, the indicate of DMU type may be expressed using the XML, for example, as shown below in Source 24. However, a program source shown in Source 24 is not limiting and is only an example embodiment.












Source 24















<!-- ################################################ -->








<!-- indicate Of DMU Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfDMUType”>









<restriction base=“string”>









<enumeration value=“down”/>



<enumeration value=“medium”/>



<enumeration value=“up”/>









</restriction>







</simpleType>









The indicate of DU type represents whether the value is down or up.


Depending on embodiments, the indicate of DU type may be expressed using the XML, for example, as shown below in Source 25. However, a program source shown in Source 25 is not limiting and is only an example embodiment.












Source 25















<!-- ################################################ -->








<!-- indicate Of DU Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfDUType”>









<restriction base=“string”>









<enumeration value=“down”/>



<enumeration value=“up”/>









</restriction>







</simpleType>









The indicate of PMN type represents whether the value is pointed, middle, or not pointed.


Depending on embodiments, the indicate of PMN type may be expressed using the XML, for example, as shown below in Source 26. However, a program source shown in Source 26 is not limiting and is only an example embodiment.












Source 26















<!-- ################################################ -->








<!-- indicate Of PMN Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfPMNType”>









<restriction base=“string”>









<enumeration value=“pointed”/>



<enumeration value=“middle”/>



<enumeration value=“notpointed”/>









</restriction>







</simpleType>









The indicate of RC type represents whether the value is round or cleft.


Depending on embodiments, the indicate of RC type may be expressed using the XML, for example, as shown below in Source 27. However, a program source shown in Source 27 is not limiting and is only an example embodiment.












Source 27















<!-- ################################################ -->








<!-- indicate Of RC Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfRCType”>









<restriction base=“string”>









<enumeration value=“round”/>



<enumeration value=“cleft”/>









</restriction>







</simpleType>









The indicate of LR type represents whether the value is left or right.


Depending on embodiments, the indicate of LR type may be expressed using the XML, for example, as shown below in Source 28. However, a program source shown in Source 28 is not limiting and is only an example embodiment.












Source 28















<!-- ################################################ -->








<!-- indicate Of LR Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfLRType”>









<restriction base=“string”>









<enumeration value=“left”/>



<enumeration value=“right”/>









</restriction>







</simpleType>









The indicate of LMR type represents whether the value is left, middle, or right.


Depending on embodiments, the indicate of LMR type may be expressed using the XML, for example, as shown below in Source 29. However, a program source shown in Source 29 is not limiting and is only an example embodiment.












Source 29















<!-- ################################################ -->








<!-- indicate Of LMR Type
-->







<!-- ################################################ -->


<simpleType name=“indicateOfLMRType”>









<restriction base=“string”>









<enumeration value=“left”/>



<enumeration value=“middle”/>



<enumeration value=“right”/>









</restriction>







</simpleType>









The measure unit of LMH type refers to the indicate of LMH type or float.


Depending on embodiments, the measure unit of LMH type may be expressed using the XML, for example, as shown below in Source 30. However, a program source shown in Source 30 is not limiting and is only an example embodiment.












Source 30















<!-- ################################################ -->








<!-- measure Unit LMH Type
-->







<!-- ################################################ -->


<simpleType name=“measureUnitLMHType”>









<union memberTypes=“vwoc:indicateOfLMHType float”/>







</simpleType>









The measure unit of SMB type refers to the indicate of SMB type or float.


Depending on embodiments, the measure unit of SMB type may be expressed using the XML, for example, as shown below in Source 31. However, a program source shown in Source 31 is not limiting and is only an example embodiment.












Source 31















<!-- ################################################ -->








<!-- measure Unit SMB Type
-->







<!-- ################################################ -->


<simpleType name=“measureUnitSMBType”>









<union memberTypes=“vwoc:indicateOfSMBType float”/>







</simpleType>









The level of 5 type refers to a type of an integer value of from 1 to 5.


Depending on embodiments, the level of 5 type may be expressed using the XML, for example, as shown below in Source 32. However, a program source shown in Source 32 is not limiting and is only an example embodiment.












Source 32















<!-- ################################################ -->








<!-- level Of 5 Type
-->







<!-- ################################################ -->


<simpleType name=“levelOf5Type”>









<restriction base=“integer”>









<minInclusive value=“1”/>



<maxInclusive value=“5”/>









</restriction>







</simpleType>









The angle type refers to a type of a floating value of from 0 degrees to 360 degrees.


Depending on embodiments, the angle type may be expressed using the XML, for example, as shown below in Source 33. However, a program source shown in Source 33 is not limiting and is only an example embodiment.












Source 33















<!-- ################################################ -->








<!-- angle Type
-->







<!-- ################################################ -->


<simpleType name=“angleType”>









<restriction base=“float”>









<minInclusive value=“0”/>



<maxInclusive value=“360”/>









</restriction>







</simpleType>









The percentage type refers to a type of a floating value of from 0% to 100%.


Depending on embodiments, the percentage type may be expressed using the XML, for example, as shown below in Source 34. However, a program source shown in Source 34 is not limiting and is only an example embodiment.












Source 34















<!-- ################################################ -->








<!-- percentage Type
-->







<!-- ################################################ -->


<simpleType name=“percentageType”>









<restriction base=“float”>









<minInclusive value=“0”/>



<maxInclusive value=“100”/>









</restriction>







</simpleType>









The unlimited percentage type refers to a type of a floating value of from 0%.


Depending on embodiments, the unlimited percentage type may be expressed using the XML, for example, as shown below in Source 35. However, a program source shown in Source 35 is not limiting and is only an example embodiment.












Source 35















<!-- ################################################ -->








<!-- unlimited percentage Type
-->







<!-- ################################################ -->


<simpleType name=“unlimitedPercentageType”>









<restriction base=“float”>









<minInclusive value=“0”/>









</restriction>







</simpleType>









The point type refers to a type of a floating value of from 0%.


The point type may provide roots related to two point types, that is, a logical point type and a physical 3D point type which specify feature points for face feature control.


The logical point type provides names of the feature points.


The physical 3D point type provides 3D point vector values.


Depending on embodiments, the point type may be expressed using the XML, for example, as shown below in Source 36. However, a program source shown in Source 36 is not limiting and is only an example embodiment.












Source 36















<!-- ################################################ -->








<!-- Point Type
-->







<!-- ################################################ -->


<complexType name=“PointType” abstract=“true”/>


<!-- ################################################ -->








<!-- Logical Point Type
-->







<!-- ################################################ -->


<complexType name=“LogicalPointType”>









<complexContent>









<extension base=“vwoc:PointType”>









<attribute name=“name” type=“string” use=“optional”/>



<attribute name=“sensorID” type=“anyURI”



use=“optional”/>









</extension>









</complexContent>







</complexType>


<!-- ################################################ -->








<!-- Physical 3D Point Type
 -->







<!-- ################################################ -->


<complexType name=“Physical3DPointType”>









<complexContent>









<extension base=“vwoc:PointType”>









<attribute name=“x” type=“float” use=“optional”/>



<attribute name=“y” type=“float” use=“optional”/>



<attribute name=“z” type=“float” use=“optional”/>









</extension>









</complexContent>







</complexType>









Hereinafter, the avatar will be described in detail with reference to FIGS. 18 to 27.



FIG. 18 illustrates a data structure of an avatar, according to example embodiments.


Referring to FIG. 18, the avatar type 1310 denoting a basic data structure of the avatar may include attributes 1320 and a plurality of characteristics 1330 to 1380.


According to the example embodiments, the attributes 1320 may include a gender, which represents a gender of the avatar.


The characteristics 1330 to 1380 may include appearance 1330, animation 1340, communication skills 1350, personality 1360, control feature 1370, and haptic property list 1380.


The avatar type 1330 may extend a VWO base type 1390 and share attributes 1391 and characteristics 1392, 1393, and 1394 of the VWO base type 1390. Since the attributes 1391 and the characteristics 1392, 1393, and 1394 of the VWO base type 1390 have already been described in detail with reference to FIG. 5, a detailed description will be omitted.


Depending on embodiments, the VWO base type 1390 may be expressed using the XML, for example, as shown below in Source 37. However, a program source shown in Source 37 is not limiting and is only an example embodiment.












Source 37















<!-- ################################################ -->








<!-- Avatar Type
-->







<!-- ################################################ -->


<complexType name=“AvatarType”>









<complexContent>









<extension base=“vwoc:VWOBaseType”>









<sequence>









<element name=“Appearance”







type=“vwoc:AvatarAppearanceType” minOccurs=“0”


maxOccurs=“unbounded”/>









<element name=“Animation”







type=“vwoc:AvatarAnimationType” minOccurs=“0”


maxOccurs=“unbounded”/>









<element name=“CommunicationSkills”







type=“vwoc:AvatarCommunicationSkillsType” minOccurs=“0”


maxOccurs=“unbounded”/>









<element name=“Personality”







type=“vwoc:AvatarPersonalityType” minOccurs=“0”


maxOccurs=“unbounded”/>









<element name=“ControlFeatures”







type=“vwoc:AvatarControlFeaturesType” minOccurs=“0”


maxOccurs=“unbounded”/>









<element name=“HapticPropertyList”







type=“vwoc:VWOHapticPropertyListType” minOccurs=“0”/>









</sequence>



<attribute name=“gender” type=“string” use=“optional”/>









</extension>









</complexContent>







</complexType>









Table 37-4 shows example binary representation syntax corresponding to the avatar type 1310, according to the example embodiments.











TABLE 37-4






Number



AvatarType{ custom character
of bits
Mnemonic







  VWOBase custom character
   custom character
VWOBaseType custom character


  LoopAvatarAppereance custom character
   custom character
vluimsbf5 custom character











  for(k=0;
 k<
 LoopAvatarAppereance;
   custom character

custom character










 k++){ custom character




   Appereance custom character
   custom character
AvatarAppereanceType custom character


  } custom character
   custom character

custom character



  LoopAvatarAnimation custom character
   custom character
vluimsbf5 custom character


  for(k=0; k<LoopAvatarAnimation; k++){ custom character
   custom character

custom character



   Animation custom character
   custom character
AvatarAnimationType custom character


  } custom character
   custom character

custom character



  LoopAvatarCommunicationSkills custom character
   custom character
vluimsbf5 custom character


  for(k=0; k<LoopAvatarCommunicationSkills;
   custom character

custom character



  k++){ custom character




   CommunicationSkills custom character
   custom character
AvatarCommunication




SkillsTypecustom character


  } custom character
   custom character

custom character



  LoopAvatarPersonality custom character
   custom character
vluimsbf5 custom character


  for(k=0;k<LoopAvatarPersonality; k++){ custom character
   custom character

custom character



   Personality custom character
   custom character
AvatarPersonalityType custom character


  }custom character
   custom character

custom character



  LoopAvatarControlFeatures custom character
   custom character
vluimsbf5 custom character


  for(k=0;k<LoopAvatarControlFeatures;
   custom character

custom character



 k++){ custom character




   ControlFeatures custom character
   custom character
AvatarControlFeaturesType custom character


  } custom character
   custom character

custom character



  HapticPropertyListFlag custom character
  1 custom character
bslbf custom character


  if(HapticPropertyListFlag){ custom character
   custom character

custom character



   HapticPropertyList custom character
   custom character
VWOHapticPropertyListType custom character


  } custom character
   custom character

custom character



  genderFlag custom character
  1 custom character
bslbf custom character


  if(genderFlag){ custom character
   custom character

custom character



   gender custom character
 See ISO 10646 custom character
UTF-8 custom character


  } custom character
   custom character

custom character



}custom character
   custom character

custom character










Table 37-5 shows example descriptor components semantics of the avatar type 1310, according to the example embodiments.










TABLE 37-5





Names custom character
Description custom character







AvatarType custom character
Defines the characteristics of avatar. custom character


VWOBase custom character
Define the common base attributes and elements for avatar. custom character


LoopAvatarAppearance custom character
This field, which is only present in the binary representation,



specifies the number of appearance information contained in the



avatar characteristics. custom character


Appearance custom character
Contains the description of the appearance of an avatar. custom character


LoopAvatarAnimation custom character
This field, which is only present in the binary representation,



specifies the number of animation information contained in the



avatar characteristics. custom character


Animation custom character
Contains the description of the animation of an avatar. custom character


LoopAvatarCommunicationSkills custom character
This field, which is only present in the binary representation,



specifies the number of communication skills information



contained in the avatar characteristics. custom character


CommunicationSkills custom character
Contains the description of the communication skills of an



avatar. custom character


LoopAvatarPersonality custom character
This field, which is only present in the binary representation,



specifies the number of personality information contained in the



avatar characteristics. custom character


Personality custom character
Contains the description of the personality of an avatar. custom character


LoopAvatarControlFeatures custom character
This field, which is only present in the binary representation,



specifies the number of feature control information contained in



the avatar characteristics. custom character


ControlFeatures custom character
Contains the description of the feature control information of an



avatar. custom character


HapticPropertyListFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Haptic Property list. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


HapticPropertyList custom character
Contains the description of the haptic property list information of



an avatar. custom character


genderFlag custom character
This field, which is only present in the binary representation,



signals the presence of the gender attribute. “1” means that the



attribute shall be used. “0” means that the attribute shall not be



used. custom character


gender custom character
This attribute specifies the gender description of an avatar. custom character










FIG. 19 illustrates a data structure of an avatar appearance type 1410, according to example embodiments.


Referring to FIG. 19, the avatar appearance type 1410 may include a plurality of elements 1411 to 1429.


The elements of the avatar appearance type 1410 may include body 1411, head 1412, eyes 1413, ears 1414, nose 1415, mouth lip 1416, skin 1417, facial 1418, nail 1419, body look 1420, hair 1421, eyebrows 1422, facial hair 1423, appearance resources 1424, facial calibration points 1425, physical condition 1426, clothes 1427, shoes 1428, and accessories 1429.


Depending on embodiments, the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 38. However, a program source shown in Source 38 is not limiting and is only an example embodiment.












Source 38















<!-- ################################################ -->








<!-- Avatar Appearance Type
-->







<!-- ################################################ -->


<complexType name=“AvatarAppearanceType”>









<sequence>









<element name=“Body” type=“vwoc:BodyType” minOccurs=“0”/>



<element name=“Head” type=“vwoc:HeadType” minOccurs=“0”/>



<element name=“Eyes” type=“vwoc:EyesType” minOccurs=“0”/>



<element name=“Ears” type=“vwoc:EarsType” minOccurs=“0”/>



<element name=“Nose” type=“vwoc:NoseType” minOccurs=“0”/>



<element name=“MouthLip” type=“vwoc:MouthType” minOccurs=“0”/>



<element name=“Skin” type=“vwoc:SkinType” minOccurs=“0”/>



<element name=“Facial” type=“vwoc:FacialType” minOccurs=“0”/>



<element name=“Nail” type=“vwoc:NailType” minOccurs=“0”/>



<element name=“BodyLook” type=“vwoc:BodyLookType” minOccurs=“0”/>



<element name=“Hair” type=“vwoc:HairType” minOccurs=“0”/>



<element name=“EyeBrows” type=“vwoc:EyebrowsType” minOccurs=“0”/>



<element name=“FacialHair” type=“vwoc:FacialHairType” minOccurs=“0”/>



<element name=“AppearanceResources” type=“anyURI” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“FacialCalibrationPoints”







type=“vwoc:FacialCalibrationPointsType” minOccurs=“0”/>









<element name=“PhysicalCondition” type=“vwoc:PhysicalConditionType”







minOccurs=“0”/>









<element name=“Clothes” type=“vwoc:VirtualObjectType” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“Shoes” type=“vwoc:VirtualObjectType” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“Accessories” type=“vwoc:VirtualObjectType” minOccurs=“0”







maxOccurs=“unbounded”/>









</sequence>







</complexType>









Table 38-1 shows example binary representation syntax corresponding to the avatar appearance type 1410, according to the example embodiments.











TABLE 38-1






Number



Avatar AppearanceType{ custom character
of bits
Mnemonic







 BodyFlag custom character
1 custom character
bslbf custom character


 HeadFlag custom character
1 custom character
bslbf custom character


 EyesFlag custom character
1 custom character
bslbf custom character


 EarsFlag custom character
1 custom character
bslbf custom character


 NoseFlag custom character
1 custom character
bslbf custom character


 MouthLipFlag custom character
1 custom character
bslbf custom character


 SkinFlag custom character
1 custom character
bslbf custom character


 FacialFlag custom character
1 custom character
bslbf custom character


 NailFlag custom character
1 custom character
bslbf custom character


 BodyLookFlag custom character
1 custom character
bslbf custom character


 HairFlag custom character
1 custom character
bslbf custom character


 EyeBrowsFlag custom character
1 custom character
bslbf custom character


 FacialHairFlag custom character
1 custom character
bslbf custom character


 AppearanceResourcesFlag custom character
1 custom character
bslbf custom character


 FacialCalibrationPointsFlag custom character
1 custom character
bslbf custom character


 PhysicalConditionFlag custom character
1 custom character
bslbf custom character


 ClothesFlag custom character
1 custom character
bslbf custom character


 ShoesFlag custom character
1 custom character
bslbf custom character


 AccessoriesFlag custom character
1 custom character
bslbf custom character


 if(BodyFlag){ custom character

custom character


custom character



  Body custom character

custom character

BodyType custom character


 } custom character

custom character


custom character



 if(HeadFlag){ custom character

custom character


custom character



  Head custom character

custom character

HeadType custom character


 } custom character

custom character


custom character



 if(EyesFlag){ custom character

custom character


custom character



  Eyes custom character

custom character

EyesType custom character


 } custom character

custom character


custom character



 if(EarsFlag){ custom character

custom character


custom character



  Ears custom character

custom character

EarsType custom character


 } custom character

custom character


custom character



 if(NoseFlag){ custom character

custom character


custom character



  Nose custom character

custom character

NoseType custom character


 } custom character

custom character


custom character



 if(MouthLipFlag){ custom character

custom character


custom character



  MouthLip custom character

custom character

MouseLipType custom character


 } custom character

custom character


custom character



 if (SkinFlag){ custom character

custom character


custom character



  Skin custom character

custom character

SkinType custom character


 } custom character

custom character


custom character



 if(FacialFlag){ custom character

custom character


custom character



  Facial custom character

custom character

FacialType custom character


 } custom character

custom character


custom character



 if(NailFlag){ custom character

custom character


custom character



  Nail custom character

custom character

NailType custom character


 } custom character

custom character


custom character



 if(BodyLookFlag){ custom character

custom character


custom character



  BodyLook custom character

custom character

BodyLookType custom character


 } custom character

custom character


custom character



 if(HairFlag){ custom character

custom character


custom character



  Hair custom character

custom character

HairType custom character


 } custom character

custom character


custom character



 if(EyeBrowsFlag){ custom character

custom character


custom character



  EyeBrows custom character

custom character

EyeBrowsType custom character


 } custom character

custom character


custom character



 if(FacialHairFlag){ custom character

custom character


custom character



  FacialHair custom character

custom character

FacialHairType custom character


 } custom character

custom character


custom character



 if(AppearanceResourcesFlag){ custom character

custom character


custom character



   NumAppearanceResources custom character

custom character

vluimsbf5 custom character


   for(k=0; k< NumAppearanceResources;

custom character


custom character



 k++){ custom character




    AppearanceResources custom character
See ISO
UTF-B custom character



10646 custom character



   } custom character

custom character


custom character



 } custom character

custom character


custom character



 if(FacialCalibrationPointsFlag){ custom character

custom character


custom character



  FacialCalibrationPoints custom character

custom character

FacialCalibrationPoints




Type custom character


 } custom character

custom character


custom character



 if (PhysicalConditionFlag){ custom character

custom character


custom character



  PhysicalCondition custom character

custom character

PhysicalConditionType custom character


 } custom character

custom character


custom character



 if(ClothesFlag){ custom character

custom character


custom character



  NumClothes custom character

custom character

vluimsbf5 custom character


  for(k=0; k< NumClothes; k++){ custom character

custom character


custom character



   Clothes custom character

custom character

VirtualObjectType custom character


  } custom character

custom character


custom character



 } custom character

custom character


custom character



 if(ShoesFlag){ custom character

custom character


custom character



  NumShoes custom character

custom character

vluimsbf5 custom character


  for(k=0; k< NumShoes; k++){ custom character

custom character


custom character



   Shoes custom character

custom character

VirtualObjectType custom character


  } custom character

custom character


custom character



 } custom character

custom character


custom character



 if(AccessoriesFlag){ custom character

custom character


custom character



  NumAccesories custom character

custom character

vluimsbf5 custom character


  for(k=0; k< NumAccessories; k++){ custom character

custom character


custom character



    Accessories custom character

custom character

VirtualObjectType custom character


  } custom character

custom character


custom character



 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 38-2 shows example descriptor components semantics of the avatar appearance type 1410, according to the example embodiments.










TABLE 38-2





Names custom character
Description custom character


AvatarAppearanceType custom character
Defines the appearance of avatar custom character







BodyFlag custom character
This field, which is only present in the binary representation



signals the presence of the body element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


HeadFlag custom character
This field, which is only present in the binary representation,



signals the presence of the head element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


EyesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the eyes element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


EarsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ears element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


NoseFlag custom character
This field, which is only present in the binary representation,



signals the presence of the nose element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


MouthLipFlag custom character
This field, which is only present in the binary representation,



signals the presence of the mouth lip element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


SkinFlag custom character
This field, which is only present in the binary representation,



signals the presence of the skin element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


FacialFlag custom character
This field, which is only present in the binary representation,



signals the presence of the facial element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


NailFlag custom character
This field, which is only present in the binary representation,



signals the presence of the nail element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


BodyLookFlag custom character
This field, which is only present in the binary representation,



signals the presence of the body-look element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


HairFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hair element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


EyeBrowsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the eyebrows element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


FacialHairFlag custom character
This field, which is only present in the binary representation,



signals the presence of the facial hair element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


AppearanceResourcesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the appearance resources element.



“1” means that the element shall be used.



“0” means that the element shall not be used. custom character


FacialCalibrationPointsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the facial calibration element.



“1” means that the element shall be used.



“0” means that the element shall not be used. custom character


PhysicalConditionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the physical condition element.



“1” means that the element shall be used.



“0” means that the element shall not be used. custom character


ClothesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the clothes element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


ShoesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the shoes element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


AccessoriesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the accessories element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


Body custom character
Set of elements for body description of an avatar. custom character


Head custom character
Set of elements for head description of an avatar. custom character


Eyes custom character
Set of elements for eyes description of an avatar. custom character


Ears custom character
Set of elements for ears description of an avatar. custom character


Nose custom character
Set of elements for nose description of an avatar. custom character


MouthLip custom character
Set of elements for mouthlips description of an avatar. custom character


Skin custom character
Set of elements for skin description of an avatar. custom character


Facial custom character
Set of elements for facial description of an avatar. custom character


Nail custom character
Set of elements for nail description of an avatar. custom character


BodyLook custom character
Set of elements for body look description of an avatar. custom character


Hair custom character
Set of elements for hair description of an avatar. custom character


EyeBrows custom character
Set of elements for eyebrows description of an avatar. custom character


FacialHair custom character
Set of elements for facial hair description of an avatar. custom character


NumAppearanceResources custom character
This field, which is only present in the binary representation,



specifies the number of Appearance Resource elements. custom character


AppearanceResources custom character
Set of elements for appearance resources of an avatar. custom character


FacialCalibrationPoints custom character
Set of elements for facial calibration points of an avatar. custom character


PhysicalCondition custom character
Set of elements for physical condition of an avatar. custom character


NumClothes custom character
This field, which is only present in the binary representation,



specifies the number of clothes elements. custom character


Clothes custom character
List of clothes description attached to an avatar. custom character


NumShoes custom character
This field, which is only present in the binary representation,



specifies the number of shoes elements. custom character


Shoes custom character
List of shoes description attached to an avatar. custom character


NumAccessories custom character
This field, which is only present in the binary representation,



specifies the number of accessories elements. custom character


Accessories custom character
List of accessory descriptions attachedd to an avatar. custom character









Depending on embodiments, the body 1411 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 39. However, a program source shown in Source 39 is not limiting and is only an example embodiment.












Source 39















 <xsd:complexType name=“BodyType”>


<complexType name=“BodyType”>


 <sequence>


  <element name>“BodyHeight” type=“float” minOccurs=“0”/>


  <element name>“BodyThickness” type=“float” minOccurs=“0”/>


  <elementname>“BodyFat” type=“vwoc:measureUnitLMHType”


  minOccurs=“0”/>


  <element name=“TorsoMuscles” type=“vwoc:measureUnitLMHType”


minOccurs=“0”/>


  <element name=“NeckThikness” type=“float” minOccurs=“0”/>


  <element name=“NeckLength” type=“float” minOccurs=“0”/>


  <element name=“Shoulders” type=“float” minOccurs=“0”/>


  <element name=“Pectorials” type=“float” minOccurs=“0”/>


  <element name=“ArmLength” type=“float” minOccurs=“0”/>


  <element name=“HeadSize” type=“float” minOccurs=“0”/>


  <element name=“TorsoLength” type=“float” minOccurs=“0”/>


  <element name=“LoveHandles” type=“float” minOccurs=“0”/>


  <element name=“BellySize” type=“float” minOccurs=“0”/>


  <element name=“LegMuscles” type=“float” minOccurs=“0”/>


  <element name=“LegLength” type=“float” minOccurs=“0”/>


  <element name=“HipWidth” type=“float” minOccurs=“0”/>


  <element name=“HipLength” type=“float” minOccurs=“0”/>


  <element name=“ButtSize” type=“float” minOccurs=“0”/>


  <element name=“Package” type=“vwoc:indicateOfSMBType”


  minOccurs=“0”/>


  <element name=“SaddleBags” type=“vwoc:indicateOfSMBType”


minOccurs=“0”/>


  <element name=“KneeAngle” type=“vwoc:angleType”


  minOccurs=“0”/>


  <element name=“FootSize” type=“float” minOccurs=“0”/>


 </sequence>


 <attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 39-1 shows example binary representation syntax corresponding to the body 1411 of the avatar appearance type 1410, according to the example embodiments.











TABLE 39-1






Number



BodyType{ custom character
of bits
Mnemonic







 BodyHeightFlag custom character
1 custom character
bslbf custom character


 BodyThicknessFlag custom character
1 custom character
bslbf custom character


 BodyFatFlag custom character
1 custom character
bslbf custom character


 TorsoMusclesFlag custom character
1 custom character
bslbf custom character


 NeckThiknessFlag custom character
1 custom character
bslbf custom character


 NeckLengthFlag custom character
1 custom character
bslbf custom character


 ShouldersFlag custom character
1 custom character
bslbf custom character


 PectorialsFlag custom character
1 custom character
bslbf custom character


 ArmLengthFlag custom character
1 custom character
bslbf custom character


 HeadSizeFlag custom character
1 custom character
bslbf custom character


 TorsoLengthFlag custom character
1 custom character
bslbf custom character


 LoveHandlesFlag custom character
1 custom character
bslbf custom character


 LegMusclesFlag custom character
1 custom character
bslbf custom character


 LegLengthFlag custom character
1 custom character
bslbf custom character


 HipWidthFlag custom character
1 custom character
bslbf custom character


 HipLengthFlag custom character
1 custom character
bslbf custom character


 ButtSizeFlag custom character
1 custom character
bslbf custom character


 PackageFlag custom character
1 custom character
bslbf custom character


 SaddleBagsFlag custom character
1 custom character
bslbf custom character


 KneeAngleFlag custom character
1 custom character
bslbf custom character


 FootSizeFlag custom character
1 custom character
bslbf custom character


 hapticIDRefFlag custom character
1 custom character
bslbf custom character


 if(BodyHeightFlag){ custom character

custom character


custom character



  BodyHeight custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(BodyThicknessFlag){ custom character

custom character


custom character



  BodyThickness custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(BodyHeightFlag){ custom character

custom character


custom character



  BodyFat custom character

custom character

measuredUnitLMHType custom character


 } custom character

custom character


custom character



 if(TorsoMusclesFlag){ custom character

custom character


custom character



  TorsoMuscles custom character

custom character

measuredUnitLMHType custom character


 } custom character

custom character


custom character



 if(NeckThicknessFlag){ custom character

custom character


custom character



  NeckThickness custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if (NeckLengthFlag){ custom character

custom character


custom character



  NeckLengthness custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(ShouldersFlag){ custom character

custom character


custom character



  Shoulders custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(PectorialsFlag){ custom character

custom character


custom character



  Pectorials custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if (ArmLengthFlag){ custom character

custom character


custom character



  ArmLength custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(HeadSizeFlag){ custom character

custom character


custom character



  HeadSize custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(TorsoLengthFlag){ custom character

custom character


custom character



  TorsoLength custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if (LoveHandlesFlag){ custom character

custom character


custom character



  LoveHandles custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(BellySizeFlag){ custom character

custom character


custom character



  BellySize custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if (LegMusclesFlag){ custom character

custom character


custom character



  LegMuscles custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(LegLengthFlag){ custom character

custom character


custom character



  LegLength custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if (HipWidthFlag){ custom character

custom character


custom character



  HipWidth custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(HipLengthFlag){ custom character

custom character


custom character



  HipLength custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if (ButtSizeFlag){ custom character

custom character


custom character



  ButtSize custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if (PackageFlag){ custom character

custom character


custom character



  Package custom character

custom character

indicateOfSMBType custom character


 } custom character

custom character


custom character



 if(SaddleBagsFlag){ custom character

custom character


custom character



  SaddleBags custom character

custom character

indicateOfSMBType custom character


 } custom character

custom character


custom character



 if (KneeAngleFlag){ custom character

custom character


custom character



  KneeAngle custom character

custom character

angleType custom character


 } custom character

custom character


custom character



 if(FootSizeFlag){ custom character

custom character


custom character



  FootSize custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if (hapticIDRefFlagFlag){ custom character

custom character


custom character



  hapticIDRef custom character
See ISO
UTF-8 custom character



10646 custom character



 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 39-2 shows example descriptor components semantics of the body 1411 of the avatar appearance type 1410, according to the example embodiments.










TABLE 39-2





Names custom character
Description custom character







BodyType custom character
Defines the appearance of avatar. custom character


BodyHeightFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BodyHeight element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


BodyThicknessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BodyThickness element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


BodyFatFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BodyFat element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


TorsoMusclesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the TorsoMuscles element “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


NeckThiknessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NeckThikness element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


NeckLengthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NeckLength element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


ShouldersFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Shoulders element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


PectorialsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Pectorials element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


ArmLengthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ArmLength element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


HeadSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HeadSize element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


TorsoLengthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the TorsoLength element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LoveHandlesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LoveHandles element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LegMusclesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LegMuscles element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LegLengthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LegLength element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


HipWidthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HipWidth element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


HipLengthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HipLength element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


ButtSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ButtSize element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


PackageFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Package element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


SaddleBagsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the SaddleBags element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


KneeAngleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the KneeAngle element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


FootSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FootSize element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the haptic property of the body type



element. “1” means that the element shall be used. “0” means



that the element shall not be used. custom character


BodyHeight custom character
Full height of the character (always in meter) custom character


BodyThickness custom character
This indicates the weight of the bounding box of the avatar



(always in meter) custom character


BodyFat custom character
indicates the fatness of the body or the percent of body fat. custom character


TorsoMuscles custom character
indicates the average muscularity of the avatar's body custom character


NeckThikness custom character
The diameter of the neck (always in meter) custom character


NeckLength custom character
The height of the neck (always in meter) custom character


Shoulders custom character
The width of the shoulders (always in meter) custom character


Pectorials custom character
The size of the pectoral muscles (always in meter) custom character


ArmLength custom character
Length of complete arm (always in meter) custom character


HeadSize custom character
Size of the whole hand including fingers (always in meter) custom character


TorsoLength custom character
The length of torso(between pectorals and legs) (always in



meter) custom character


LoveHandles custom character
Size of the love handles (always in meter) custom character


LegMuscles custom character
Diameter of the belly (always in meter) custom character


LegLength custom character
Size of all leg muscles (always in meter) custom character


HipWidth custom character
Length of complete leg (always in meter) custom character


HipLength custom character
The width of the hip area (always in meter) custom character


ButtSize custom character
The vertical size of the hip area (always in meter) custom character


Package custom character
Diameter of the butt's avatar (always in meter) custom character


SaddleBags custom character
Size of the package (small, medium, big) custom character


KneeAngle custom character
Volume of saddle bags (small, medium, big) custom character


FootSize custom character
The angle between the upper end lower leg, normally 0 when



they are aligned (in degrees, from 0 to 360). custom character


hapticIDRef custom character
Refers to the identifier of the haptic property associated with the



body type. custom character









Depending on embodiments, the head 1412 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 40. However, a program source shown in Source 40 is not limiting and is only an example embodiment.












Source 40















<complexType name=“HeadType”>


 <sequence>


  <element name=“HeadSize” type=“vwoc:measureUnitSMBType”


minOccurs=“0”/>


  <element name=“HeadStretch” type=“vwoc:unlimitedPercentageType”


minOccurs=“0”/>


  <element name=“HeadShape” minOccurs=“0”>


   <simpleType>


    <restriction base=“string”>


     <enumeration value=“square”/>


     <enumeration value=“round”/>


     <enumeration value=“oval”/>


     <enumeration value=“long”/>


    </restriction>


   </simpleType>


  </element>


  <element name=“EggHead” type=“boolean” minOccurs=“0”/>


  <element name=“HeadLength” type=“float” minOccurs=“0”/>


  <element name=“FaceShear” type=“float” minOccurs=“0”/>


  <element name=“ForeheadSize” type=“float” minOccurs=“0”/>


  <element name=“ForeheadAngle” type=“vwoc:angleType”


  minOccurs=“0”/>


  <element name=“BrowSize” type=“float” minOccurs=“0”/>


  <element name=“FaceSkin” minOccurs=“0”>


   <simpleType>


    <restriction base=“string”>


     <enumeration value=“dry”/>


     <enumeration value=“normal”/>


     <enumeration value=“greassy”/>


    </restriction>


   </simpleType>


  </element>


  <element name=“Cheeks” type=“vwoc:measureUnitSMBType”


  minOccurs=“0”/>


  <element name=“CheeksDepth” type=“float” minOccurs=“0”/>


  <element name=“CheeksShape” minOccurs=“0”>


   <simpleType>


    <restriction base=“string”>


     <enumeration value=“chubby”/>


     <enumeration value=“high”/>


     <enumeration value=“bone”/>


    </restriction>


   </simpleType>


  </element>


  <element name=“UpperCheeks” type=“vwoc:measureUnitSMBType”


minOccurs=“0”/>


  <element name=“LowerCheeks” type=“vwoc:measureUnitSMBType”


minOccurs=“0”/>


  <element name=“CheekBones” type=“vwoc:indicateOfDMUType”


minOccurs=“0”/>


 </sequence>


 <attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 40-1 shows example binary representation syntax corresponding to the head 1412 of the avatar appearance type 1410, according to the example embodiments.











TABLE 40-1






Number



HeadType{ custom character
of bits
Mnemonic



















HeadSizeFlag custom character
1 custom character
bslbf custom character



HeadStrechFlag custom character
1 custom character
bslbf custom character



HeadShapeFlag custom character
1 custom character
bslbf custom character



EggHeadFlag custom character
1 custom character
bslbf custom character



HeadLengthFlag custom character
1 custom character
bslbf custom character



FaceShearFlag custom character
1 custom character
bslbf custom character



ForeheadSizeFlag custom character
1 custom character
bslbf custom character



ForeheadAngleFlag custom character
1 custom character
bslbf custom character



BrowSizeFlag custom character
1 custom character
bslbf custom character



FaceSkinFlag custom character
1 custom character
bslbf custom character



CheeksFlag custom character
1 custom character
bslbf custom character



CheeksDepthFlag custom character
1 custom character
bslbf custom character



CheeksShapeFlag custom character
1 custom character
bslbf custom character



UpperCheeksFlag custom character
1 custom character
bslbf custom character



LowerCheeksFlag custom character
1 custom character
bslbf custom character



CheekBonesFlag custom character
1 custom character
bslbf custom character



hapticIDRefFlag custom character
1 custom character
bslbf custom character



if(HeadSizeFlag){ custom character

custom character


custom character












HeadSize custom character

custom character

measureUnitSMBType custom character











} custom character

custom character


custom character




if(HeadStrechFlag){ custom character

custom character


custom character












HeadStrech custom character
32 custom character
unlimitedPercentageType custom character











} custom character

custom character


custom character




if(HeadShapeFlag){ custom character

custom character


custom character












HeadShape custom character
3 custom character
bslbf custom character











} custom character

custom character


custom character




if(EggHeadFlag){ custom character

custom character


custom character












EggHead custom character
1 custom character
bslbf custom character











} custom character

custom character


custom character




if(HeadLengthFlag){ custom character

custom character


custom character












HeadLength custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(FaceShearFlag){ custom character

custom character


custom character












FaceShear custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(ForeheadSizeFlag){ custom character

custom character


custom character












ForeheadSize custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(ForeheadAngleFlag){ custom character

custom character


custom character












ForeheadAngle custom character

custom character

angleType custom character











} custom character

custom character


custom character




if(BrowSizeFlag){ custom character

custom character


custom character












BrowSize custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(FaceSkinFlag){ custom character

custom character


custom character












FaceSkin custom character
3 custom character
bslbf custom character











} custom character

custom character


custom character




if(CheeksFlag){ custom character

custom character


custom character












Cheeks custom character

custom character

measureUnitSMBType custom character











} custom character

custom character


custom character




if(CheeksDepthFlag){ custom character

custom character


custom character












CheeksDepth custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(CheeksShapeFlag){ custom character

custom character


custom character












CheeksShape custom character
3 custom character
bslbf custom character











} custom character

custom character


custom character




if(UpperCheeksFlag){ custom character

custom character


custom character












UpperCheeks custom character

custom character

measureUnitSMBType custom character











} custom character

custom character


custom character




if(LowerCheeksFlag){ custom character

custom character


custom character












LowerCheeks custom character

custom character

measureUnitSMBType custom character











} custom character

custom character


custom character




if(CheekBonesFlag){ custom character

custom character


custom character












CheekBones custom character

custom character

indicateOfDMUType custom character











} custom character

custom character


custom character




if(hapticIDRefFlag){ custom character

custom character


custom character












hapticIDRef custom character
See ISO
UTF-8 custom character










10646 custom character












} custom character

custom character


custom character










} custom character

custom character


custom character










Table 40-2 shows example descriptor components semantics of the head 1412 of the avatar appearance type 1410, according to the example embodiments.










TABLE 40-2





Names custom character
Description custom character







HeadType custom character
Defines the type of head. custom character


HeadSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HeadSize element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


HeadStrechFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HeadStrech element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


HeadShapeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HeadShape element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


EggHeadFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EggHead element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


HeadLengthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HeadLength element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


FaceShearFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FaceShear element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


ForeheadSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ForeheadSize element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


ForeheadAngleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ForeheadAngle element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


BrowSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BrowSize element. “1” means that the



the element shall be used. “0” means that element shall not be



used. custom character


FaceSkinFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FaceSkin element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


CheeksFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Cheeks element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


CheeksDepthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the CheeksDepth element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


CheeksShapeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the CheeksShape element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


UpperCheeksFlag custom character
This field, which is only present in the binary representation,



signals the presence of the UpperCheeks element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LowerCheeksFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LowerCheeks element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


CheekBonesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the CheekBones element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


HeadSize custom character
The size of the entire head custom character



(000: small, 001: medium, 010: big, 011-111: Reserved).


HeadStrech custom character
Vertical stretch of the head in % The maximum value is 100, and



the minimum value is 0. custom character


HeadShape custom character
The shape can be one of “square”, “round”, “oval”, or “long”. custom character



(000: square, 001: round, 010: oval, 011: long, 100-111:



Reserved) custom character


EggHead custom character
Head is larger on the top than on the bottom or vice versa. This



can be “yes” or “not” (1: yes, 0: not) custom character


HeadLength custom character
The distance between the face and the back of the head, flat head



or long head, measured in meters custom character


FaceShear custom character
Changes the height difference beween the two sides of the face



(always in meter) custom character


ForeheadSize custom character
The height of the forehead measured in meters custom character


ForeheadAngle custom character
The angle of the forehead measured in degrees custom character


BrowSize custom character
Measures how much the eyebrows are extruded from the face (in



meter) custom character


FaceSkin custom character
Describe the type of face skin custom character



(000: dry, 001: normal, 010: greasy, 011-111: Reserved) custom character


Cheeks custom character
The size of the complete cheeks custom character


CheeksDepth custom character
The depth of the complete cheeks (always in meter) custom character


CheeksShape custom character
Different cheeks shapes (one of the following values: 000:



chubby, 001: high, 010: bone, 011-111: Reserved) custom character


UpperCheeks custom character
The volume of the upper cheeks custom character


LowerCheeks custom character
The volume of the lower cheeks custom character


CheekBones custom character
The vertical position of the cheek bones custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the body. custom character









Depending on embodiments, the eyes 1413 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 41. However, a program source shown in Source 41 is not limiting and is only an example embodiment.












Source 41















<!-- ################################################ -->


<!-- Eyes Type                  -->


<!-- ################################################ -->


<complexType name=“EyesType”>


 <sequence>


  <element name=“EyeSize” type=“float” minOccurs=“0”/>


  <element name=“EyeOpening” type=“vwoc:unlimitedPercentageType”


minOccurs=“0”/>


  <element name=“EyeSpacing” type=“float” minOccurs=“0”/>


  <element name=“OuterEyeCorner” type=“vwoc:indicateOfDMUType”


minOccurs=“0”/>


  <element name=“InnerEyeCorner” type=“vwoc:indicateOfDMUType”


minOccurs=“0”/>


  <element name=“EyeDepth” type=“float” minOccurs=“0”/>


  <element name=“UpperEyelidFold” type=“float” minOccurs=“0”/>


  <element name=“EyeBags” type=“float” minOccurs=“0”/>


  <element name=“PuffyEyeLids” type=“vwoc:indicateOfSMBType”


minOccurs=“0”/>


  <element name=“EyelashLength” type=“float” minOccurs=“0”/>


  <element name=“EyePop” type=“float” minOccurs=“0”/>


  <element name=“EyeColor” type=“mpegvct:colorType”


  minOccurs=“0”/>


  <element name=“EyeLightness” type=“vwoc:percentageType”


  minOccurs=“0”/>


 </sequence>


 <attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 41-1 shows example binary representation syntax corresponding to the eyes 1413 of the avatar appearance type 1410, according to the example embodiments.











TABLE 41-1






Number



EyesType{ custom character
of bits
Mnemonic



















EyeSizeFlag custom character
1 custom character
bslbf custom character



EyeOpeningFlag custom character
1 custom character
bslbf custom character



EyeSpacingFlag custom character
1 custom character
bslbf custom character



OuterEyeCornerFlag custom character
1 custom character
bslbf custom character



InnerEyeCornerFlag custom character
1 custom character
bslbf custom character



EyeDepthFlag custom character
1 custom character
bslbf custom character



UpperEyelidFoldFlag custom character
1 custom character
bslbf custom character



EyeBagsFlag custom character
1 custom character
bslbf custom character



PuffyEyeLidsFlag custom character
1 custom character
bslbf custom character



EyelashLengthFlag custom character
1 custom character
bslbf custom character



EyePopFlag custom character
1 custom character
bslbf custom character



EyeColorFlag custom character
1 custom character
bslbf custom character



EyeLightnessFlag custom character
1 custom character
bslbf custom character



hapticIDRefFlag custom character
1 custom character
bslbf custom character



if(EyeSizeFlag){ custom character

custom character


custom character












EyeSize custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(EyeOpeningFlag){ custom character

custom character


custom character












EyeOpening custom character

custom character

unlimitedPercentageType custom character











} custom character

custom character


custom character




if(EyeSpacingFlag){ custom character

custom character


custom character












EyeSpacing custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(OuterEyeCornerFlag){ custom character

custom character


custom character












OuterEyeCorner custom character

custom character

indicateOfDMUType custom character











} custom character

custom character


custom character




if(InnerEyeCornerFlag){ custom character

custom character


custom character












InnerEyeCorner custom character

custom character

indicateOfDMUType custom character











} custom character

custom character


custom character




if(EyeDepthFlag){ custom character

custom character


custom character












EyeDepth custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(UpperEyelidFoldFlag){ custom character

custom character


custom character












UpperEyelidFold custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(EyeBagsFlag){ custom character

custom character


custom character












EyeBags custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(PuffyEyeLidsFlag){ custom character

custom character


custom character












PuffyEyeLids custom character

custom character

indicateOfSMBType custom character











} custom character

custom character


custom character




if(EyelashLengthFlag){ custom character

custom character


custom character












EyelashLength custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(EyePopFlag){ custom character

custom character


custom character












EyePop custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(EyeColorFlag){ custom character

custom character


custom character












EyeColor custom character

custom character

colorType custom character











} custom character

custom character


custom character




if(EyeLightnessFlag){ custom character

custom character


custom character












EyeLightness custom character

custom character

percentageType custom character











} custom character

custom character


custom character




if(hapticIDRefFlag){ custom character

custom character


custom character












hapticIDRef custom character
See ISO
UTF-8 custom character










10646 custom character












} custom character

custom character


custom character










} custom character

custom character


custom character










Table 41-2 shows example descriptor components semantics of the eyes 1413 of the avatar appearance type 1410, according to the example embodiments.










TABLE 41-2





Names custom character
Description custom character







EyesType custom character
Defines the type of eyes. custom character


EyeSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeSize element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


EyeOpeningFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeOpening element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


EyeSpacingFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeSpacing element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


OuterEyeCornerFlag custom character
This field, which is only present in the binary representation,



signals the presence of the OuterEyeCorner element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


InnerEyeCornerFlag custom character
This field, which is only present in the binary representation,



signals the presence of the InnerEyeCorner element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


EyeDepthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeDepth element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


UpperEyelidFoldFlag custom character
This field, which is only present in the binary representation,



signals the presence of the UpperEyelidFold element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


EyeBagsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeBags element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


PuffyEyeLidsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the PuffyEyeLids element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


EyelashLengthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyelashLength element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


EyePopFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyePop element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


EyeColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeColor element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


EyeLightnessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeLightness element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


EyeSize custom character
The size of the entire eyes (always in meter) custom character


EyeOpening custom character
How much the eyelids are opened (%, unsigned integer) custom character


EyeSpacing custom character
Distance between the eyes (always in meter) custom character


OuterEyeCorner custom character
Vertical position of the outer eye corner custom character



(000: down, 001: middle, 010: up, 001-111: Reserved) custom character


InnerEyeCorner custom character
Vertical position of the inner eye corner custom character



(000: down, 001: middle, 010: up, 011-111: Reserved) custom character


EyeDepth custom character
How much the eyes are inside the head (always in meter) custom character


UpperEyelidFold custom character
How much the upper eyelid covers the eye (always in meter) custom character


EyeBags custom character
The size of the eye bags (always in meter) custom character


PuffyEyeLids custom character
The volume of the eye bags custom character



(000: small, 001: medium, 010: big, 011-111: Reserved) custom character


EyelashLength custom character
The length of the eyelashes (always in meter) custom character


EyePop custom character
The size difference between the left and right eye (always in



meter) custom character


EyeColor custom character
The eye colour (the color type is defined in ISO/IEC 23005-6.) custom character


EyeLightness custom character
The reflectivity of the eye in (%, unsigned integer) custom character


hapitIDRef custom character
Identifier that refers to the haptic properties of the body. custom character









Depending on embodiments, the ears 1414 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 42. However, a program source shown in Source 42 is not limiting and is only an example embodiment.












Source 42
















<!-- ################################################
-->


<!-- Ears Type
-->


<!-- ################################################
-->







<complexType name=“EarsType”>


 <sequence>


  <element name=“EarSize” type=“float” minOccurs=“0”/>


  <element name=“EarPosition” type=vwoc:indicateOfDMUType”


minOccurs=“0”/>


  <element name=“EarAngle” minOccurs=“0”>


   <simpleType>


    <restriction base=“vwoc:angleType”>


     <maxInclusive value=“180”/>


    </restriction>


   </simpleType>


  </element>


  <element name=“Attached Earlobes” type=“float” minOccurs=“0”/>


  <element name=“EarTips” type=“vwoc:indicateOfPMNType”


  minOccurs=“0”/>


 </sequence>


 <attribute name“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 42-1 shows example binary representation syntax corresponding to the ears 1414 of the avatar appearance type 1410, according to the example embodiments.











TABLE 42-1






Number



EarsType{ custom character
of bits
Mnemonic



















EarSizeFlag custom character
1 custom character
bslbf custom character



EarPositionFlag custom character
1 custom character
bslbf custom character



EarAngleFlag custom character
1 custom character
bslbf custom character



AttachedEarlobesFlag custom character
1 custom character
bslbf custom character



EarTipsFlag custom character
1 custom character
bslbf custom character



if(EyeSizeFlag){ custom character

custom character


custom character












EarSize custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(EarPositionFlag){ custom character

custom character


custom character












EarPosition custom character

custom character

indicateOfDMUType custom character











} custom character

custom character


custom character




if(EarAngleFlag){ custom character

custom character


custom character












EarAngle custom character

custom character

angleType custom character











} custom character

custom character


custom character




if(AttachedEarlobesFlag){ custom character

custom character


custom character












AttachedEarlobes custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(EarTipsFlag){ custom character

custom character


custom character












EarTips custom character

custom character

indicateOfPMNType custom character











} custom character

custom character


custom character




if(hapticIDRefFlag){ custom character

custom character


custom character












hapticIDRef custom character
See ISO
UTF-8 custom character










10646 custom character












} custom character

custom character


custom character










} custom character

custom character


custom character










Table 42-2 shows example descriptor components semantics of the ears 1414 of the avatar appearance type 1410, according to the example embodiments.










TABLE 42-2





Names custom character
Description custom character







EarsType custom character
Defines the type of ears. custom character


EarSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EarSize element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


EarPositionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EarPosition element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


EarAngleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EarAngle element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


AttachedEarlobesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the AttachedEarlobes element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


EarTipsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EarTips element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


EarSize custom character
The size of the entire ears (always in meter) custom character


EarPosition custom character
Vertical ear position on the head custom character


EarAngle custom character
The angle between the ear and the head in degrees from 0 to 180 custom character


AttachedEarlobes custom character
The size of the earlobes (always in meter) custom character


EarTips custom character
How much the ear tips are pointed custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the body. custom character









Depending on embodiments, the nose 1415 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 43. However, a program source shown in Source 43 is not limiting and is only an example embodiment.












Source 43
















<!-- ################################################
-->


<!-- Nose Type
-->


<!-- ################################################
-->







<complexType name=“NoseType”>


 <sequence>


  <element name=“NoseSize” type=“float” minOccurs=“0”/>


  <element name=“NoseWidth” type=“float” minOccurs=“0”/>


  <element name=“NostrillWidth” type=“float” minOccurs=“0”/>


  <element name=“NostrillDivision” type=“float” minOccurs=“0”/>


  <element name=“NoseThickness” type=“float” minOccurs=“0”/>


  <element name=“UpperBridge” type=“float” minOccurs=“0”/>


  <element name=“LowerBridge” type=“float” minOccurs=“0”/>


  <element name=“BridgeWidth” type=“float” minOccurs=“0”/>


  <element name=“NoseTipAngle” type=“vwoc:indicateOfDUType”


minOccurs=“0”/>


  <element name=“NoseTipShape” minOccurs=“0”>


   <simpleType>


    <restriction base=“string”>


     <enumeration value=“pointy”/>


     <enumeration value=“bulbous”/>


    </restriction>


   </simpleType>


  </element>


  <element name=“CrookedNose” type=“vwoc:indicateOfLRType”


minOccurs=“0”/>


 </sequence>


 <attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 43-1 shows example binary representation syntax corresponding to the nose 1415 of the avatar appearance type 1410, according to the example embodiments.











TABLE 43-1






Number



NoseType{ custom character
of bits
Mnemonic



















NoseSizeFlag custom character
1 custom character
bslbf custom character



NoseWidthFlag custom character
1 custom character
bslbf custom character



NostrillWidthFlag custom character
1 custom character
bslbf custom character



NostrillDivisionFlag custom character
1 custom character
bslbf custom character



NoseThicknessFlag custom character
1 custom character
bslbf custom character



UpperBridgeFlag custom character
1 custom character
bslbf custom character



LowerBridgeFlag custom character
1 custom character
bslbf custom character



BridgeWidthFlag custom character
1 custom character
bslbf custom character



NoseTipAngleFlag custom character
1 custom character
bslbf custom character



NoseTipShapeFlag custom character
1 custom character
bslbf custom character



CrookedNoseFlag custom character
1 custom character
bslbf custom character



hapticIDRefFlag custom character
1 custom character
bslbf custom character



if(NoseSizeFlag){ custom character

custom character


custom character












NoseSize custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(NoseWidthFlag){ custom character

custom character


custom character












NoseWidth custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(NostrillWidthFlag){ custom character

custom character


custom character












NostrillWidth custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(NostrillDivisionFlag){ custom character

custom character


custom character












NostrillDivision custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(NoseThicknessFlag){ custom character

custom character


custom character












NoseThickness custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(UpperBridgeFlag){ custom character

custom character


custom character












UpperBridge custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(LowerBridgeFlag){ custom character

custom character


custom character












LowerBridge custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(BridgeWidthFlag){ custom character

custom character


custom character












BridgeWidth custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(NoseTipAngleFlag){ custom character

custom character


custom character












NoseTipAngle custom character

custom character

indicateOfDUType custom character











} custom character

custom character


custom character




if(NoseTipShapeFlag){ custom character

custom character


custom character












NoseTipShape custom character
2 custom character
bslbf custom character











} custom character

custom character


custom character




if(CrookedNoseFlag){ custom character

custom character


custom character












CrookedNose custom character

custom character

indicateOfLRType custom character











} custom character

custom character


custom character




if(hapticIDRefFlag){ custom character

custom character


custom character












hapticIDRef custom character
See ISO
UTF-8 custom character










10646 custom character












} custom character

custom character


custom character










} custom character

custom character


custom character










Table 43-2 shows example descriptor components semantics of the nose 1415 of the avatar appearance type 1410, according to the example embodiments.










TABLE 43-2





Names custom character
Description custom character







NoseType custom character
Defines the type of nose. custom character


NoseSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NoseSize element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


NoseWidthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NoseWidth element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


NostrillWidthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NostrillWidth element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


NostrillDivisionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NostrillDivision element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


NoseThicknessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NoseThickness element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


UpperBridgeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the UpperBridge element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LowerBridgeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LowerBridge element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


BridgeWidthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BridgeWidth element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


NoseTipAngleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NoseTipAngle element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


NoseTipShapeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NoseTipShape element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


CrookedNoseFlag custom character
This field, which is only present in the binary representation,



signals the presence of the CrookedNose element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


NoseSize custom character
The height of the nose from its bottom (always in meter) custom character


NoseWidth custom character
The width of the complete nose (always in meter) custom character


NostrillWidth custom character
Width of only the nostrils (always in meter) custom character


NostrillDivision custom character
The size of the nostril division (always in meter) custom character


NoseThickness custom character
The size of the tip of the nose (always in meter) custom character


UpperBridge custom character
The height of the upper part of the nose (always in meter) custom character


LowerBridge custom character
The height of the lower part of the nose (always in meter) custom character


BridgeWidth custom character
The width of the upper part of the nose (always in meter) custom character


NoseTipAngle custom character
The angle of the nose tip, custom character


NoseTipShape custom character
The shape of the nose tip, custom character



(00: pointy, 01: bulbous, 10-11: Reserved) custom character


CrookedNose custom character
Displacement of the nose on the left or right side custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the body custom character









Depending on embodiments, the mouth lip 1416 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 44. However, a program source shown in Source 44 is not limiting and is only an example embodiment.












Source 44















<!-- ################################################ -->


<!-- MouthLip Type                -->


<!-- ################################################ -->


<complexType name=“MouthLipType”>


 <sequence>


  <element name=“LipWidth” type=“float” minOccurs=“0”/>


  <element name=“LipFullness” type=“float” minOccurs=“0”/>


  <element name=“LipThickness” type=“float” minOccurs=“0”/>


  <element name=“LipRatio” type=“float” minOccurs=“0”/>


  <element name=“MouthSize” type=“float” minOccurs=“0”/>


  <element name=“Mouth Position” type=“float” minOccurs=“0”/>


  <element name=“MouthCorner” type=“vwoc:indicateOfDMUType”


minOccurs=“0”/>


  <element name=“LipCleftDepth” type=“float” minOccurs=“0”/>


  <element name=“LipCleft” type=“float” minOccurs=“0”/>


  <element name=“ShiftMouth” type=“vwoc:indicateOfLMRType”


  minOccurs=“0”/>


  <element name=“ChinAngle” minOccurs=“0”>


   <simpleType>


    <restriction base=“string”>


     <enumeration value=“inner”/>


     <enumeration value=“outer”/>


    </restriction>


   </simpleType>


  </element>


  <element name=“JawShape” type=“vwoc:indicateOfPMNType”


  minOccurs=“0”/>


  <element name=“ChinDepth” type=“float” minOccurs=“0”/>


  <element name=“JawAngle” type=“float” minOccurs=“0”/>


  <element name=“JawJut” minOccurs=“0”>


   <simpleType>


    <restriction base=“string”>


     <enumeration value=“inside”/>


     <enumeration value=“outside”/>


    </restriction>


   </simpleType>


  </element>


  <element name=“Jowls” type=“float” minOccurs=“0”/>


  <element name=“ChinCleft” type=vwoc:indicateOfRCType”


  minOccurs=“0”/>


  <element name=“UpperChinCleft” type=“vwoc:indicateOfRCType”


minOccurs=“0”/>


  <element name=“ChinNeck” type=“float” minOccurs=“0”/>


 </sequence>


 <attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 44-1 shows example binary representation syntax corresponding to the mouth lip 1416 of the avatar appearance type 1410, according to the example embodiments.











TABLE 44-1






Number custom character



MouthType{ custom character
of bits
Mnemonic



















LipWidthFlag custom character
1 custom character
bslbf custom character



LipFullnessFlag custom character
1 custom character
bslbf custom character



LipThicknessFlag custom character
1 custom character
bslbf custom character



LipRatioFlag custom character
1 custom character
bslbf custom character



MouthSizeFlag custom character
1 custom character
bslbf custom character



MouthPositionFlag custom character
1 custom character
bslbf custom character



MouthCornerFlag custom character
1 custom character
bslbf custom character



LipCleftDepthFlag custom character
1 custom character
bslbf custom character



LipCleftFlag custom character
1 custom character
bslbf custom character



ShiftMouthFlag custom character
1 custom character
bslbf custom character



ChinAngleFlag custom character
1 custom character
bslbf custom character



JawShapeFlag custom character
1 custom character
bslbf custom character



ChinDepthFlag custom character
1 custom character
bslbf custom character



JawAngleFlag custom character
1 custom character
bslbf custom character



JawJutFlag custom character
1 custom character
bslbf custom character



JowlsFlag custom character
1 custom character
bslbf custom character



ChinCleftFlag custom character
1 custom character
bslbf custom character



UpperChinCleftFlag custom character
1 custom character
bslbf custom character



ChinNeckFlag custom character
1 custom character
bslbf custom character



hapticIDRefFlag custom character
1 custom character
bslbf custom character



if(LipWidthFlag){ custom character

custom character


custom character












LipWidth custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(LipFullnessFlag){ custom character

custom character


custom character












LipFullness custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(LipThicknessFlag){ custom character

custom character


custom character












LipThickness custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(LipRatioFlag){ custom character

custom character


custom character












LipRatio custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(MouthSizeFlag){ custom character

custom character


custom character












MouthSize custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if{MouthPositionFlag){ custom character

custom character


custom character












MouthPosition custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(MouthCornerFlag){ custom character

custom character


custom character












MouthCorner custom character

custom character

indicateOfDMUType custom character











} custom character

custom character


custom character




if(LipCleftDepthFlag){ custom character

custom character


custom character












LipCleftDepth custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(LipCleftFlag){ custom character

custom character


custom character












LipCleft custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(ShiftMouthFlag){ custom character

custom character


custom character












ShiftMouth custom character

custom character

indicateOfLMRType custom character











} custom character

custom character


custom character




if(ChinAngleFlag){ custom character

custom character


custom character












ChinAngle custom character
2 custom character
bslbf custom character











} custom character

custom character


custom character




if(JawShapeFlag){ custom character

custom character


custom character












JawShape custom character

custom character

indicateOfPMNType custom character











} custom character

custom character


custom character




if(ChinDepthFlag){ custom character

custom character


custom character












ChinDepth custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(JawAngleFlag){ custom character

custom character


custom character












JawAngle custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(JawJutFlag){ custom character

custom character


custom character












JawJut custom character
2 custom character
bslbf custom character











{ custom character

custom character


custom character




if(JowlsFlag){ custom character

custom character


custom character












Jowls custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(ChinCleftFlag){ custom character

custom character


custom character












ChinCleft custom character

custom character

indicateOfRCType custom character











} custom character

custom character


custom character




if(UpperChinCleftFlag){ custom character

custom character


custom character












UpperChinCleft custom character

custom character

indicateOfRCType custom character











} custom character

custom character


custom character




if(ChinNeckFlag){ custom character

custom character


custom character












ChinNeck custom character
32 custom character
fsbf custom character











} custom character

custom character


custom character




if(hapticIDRefFlag){ custom character

custom character


custom character












hapticIDRef custom character
See ISO
UTF-8 custom character










10646 custom character












} custom character

custom character


custom character










} custom character

custom character


custom character










Table 44-2 shows example descriptor components semantics of the mouth lip 1416 of the avatar appearance type 1410, according to the example embodiments.










TABLE 44-2





Names custom character
Description custom character







MouseType custom character
Defines the type of mouth. custom character


LipWidthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipWidth element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


LipFullnessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipFullness element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LipThicknessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipThickness element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LipRatioFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipRatio element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


MouthSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the MouthSize element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


MouthPositionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the MouthPosition element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


MouthCornerFlag custom character
This field, which is only present in the binary representation,



signals the presence of the MouthCorner element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LipCleftDepthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipCleftDepth element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


LipCleftFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipCleft element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


ShiftMouthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ShiftMouth element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


ChinAngleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ChinAngle element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


JawShapeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the JawShape element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


ChinDepthFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ChinDepth element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


JawAngleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the JawAngle element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


JawJutFlag custom character
This field, which is only present in the binary representation,



signals the presence of the JawJut element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


JowlsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Jowls element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


ChinCleftFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ChinCleft element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


UpperChinCleftFlag custom character
This field, which is only present in the binary representation,



signals the presence of the UpperChinCleft element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


ChinNeckFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ChinNeck element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


LipWidth custom character
The width of the lips (m) custom character


LipFullness custom character
The fullness of the lip (m) custom character


LipThickness custom character
The thickness of the lip (m) custom character


LipRatio custom character
Difference between the upper and lowerlip (m) custom character


MouthSize custom character
The size of the complete mouth (m) custom character


MouthPosition custom character
Vertical position of the mouth on the face (m) custom character


MouthCorner custom character
Vertical position of the mouth corner custom character


LipCleftDepth custom character
The height of the lip cleft (m) custom character


LipCleft custom character
The width of the lip cleft (m) custom character


ShiftMouth custom character
Horizontal position of mouth on the face custom character


ChinAngle custom character
The curvature of the chin. custom character



(00: outer, 01: inner, 10-11: Reserved) custom character


JawShape custom character
Pointy to Square jaw custom character


ChinDepth custom character
Vertical height of the chin (m) custom character


JawAngle custom character
The height of the jaw (m) custom character


JawJut custom character
Position of the jaw inside or out of the face custom character



(00: inside, 01: outside, 10-11: Reserved) custom character


Jowls custom character
The size of the jowls (m) custom character


ChinCleft custom character
The shape of the chin cleft. custom character


UpperChinCleft custom character
The shape of the upper chin cleft. custom character


ChinNeck custom character
The size of the chin neck (m) custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the body. custom character









Depending on embodiments, the skin 1417 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 45. However, a program source shown in Source 45 is not limiting and is only an example embodiment.












Source 45















<!-- ################################################ -->


<!-- Skin Type                  -->


<!-- ################################################ -->


<complexType name=“SkinType”>


 <sequence>


  <element name=“SkinPigment” type=“mpegvct:colorType”


  minOccurs=“0”/>


  <element name=“SkinRuddiness” type=“vwoc:percentageType”


  minOccurs=“0”/>


  <element name=“SkinRainbowColor” type=“mpegvct:colorType”


minOccurs=“0”/>


 </sequence>


 <attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 45-1 shows example binary representation syntax corresponding to the skin 1417 of the avatar appearance type 1410, according to the example embodiments.











TABLE 45-1






Number custom character



SkinType{ custom character
of bits
Mnemonic







SkinPigmentFlag custom character
1 custom character
bslbf custom character


 SkinRuddinessFlag custom character
1 custom character
bslbf custom character


 SkinRainbowColorFlag custom character
1 custom character
bslbf custom character


 hapticIDRefFlag custom character
1 custom character
bslbf custom character


 if(SkinPigmentFlag){ custom character

custom character


custom character



  SkinPigment custom character

custom character

colorType custom character


 } custom character

custom character


custom character



 if(SkinRuddinessFlag){ custom character

custom character


custom character



  SkinRuddiness custom character

custom character

percentageType custom character


 } custom character

custom character


custom character



 if(SkinRainbowColorFlag){ custom character

custom character


custom character



  SkinRainbowColor custom character

custom character

colorType custom character


 } custom character

custom character


custom character



 if(hapticIDRefFlag){ custom character

custom character


custom character



  hapticIDRef custom character
See ISO
UTF-8 custom character



10646 custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 45-2 shows example descriptor components semantics of the skin 1417 of the avatar appearance type 1410, according to the example embodiments.










TABLE 45-2





Names custom character
Description custom character







SkinType custom character
Defines the type of skin. custom character


SkinPigmentFlag custom character
This field, which is only present in the binary representation,



signals the presence of the SkinPigment element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


SkinRuddinessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the SkinRuddiness element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


SkinRainbowColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the SkinRainbowColor element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


SkinPigment custom character
Skin Pigment custom character


SkinRuddiness custom character
Skin Ruddiness custom character


SkinRainbowColor custom character
Skin Rainbow color custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the body. custom character









Depending on embodiments, the facial 1418 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 46. However, a program source shown in Source 46 is not limiting and is only an example embodiment.












Source 46















<!-- ################################################ -->


<!-- Facial Type                 -->


<!-- ################################################ -->


<complexType name=“FacialType”>


 <sequence>


  <element name=“FacialDefinition” type=“vwoc:levelOf5Type” minOccurs=“0”/>


  <element name=“Freckles” type=“vwoc:levelOf5Type” minOccurs=“0”/>


  <element name=“Wrinkles” type=“boolean” minOccurs=“0”/>


  <element name=“RosyComplexion” type=“boolean” minOccurs=“0”/>


  <element name=“LipPinkness” type=“vwoc:levelOf5Type” minOccurs=“0”/>


  <element name=“Lipstick” type=“boolean” minOccurs=“0”/>


  <element name=“LipstickColor” type=“mpegvct:colorType” minOccurs=“0”/>


  <element name=“LipGloss” type=“vwoc:levelOf5Type” minOccurs=“0”/>


  <element name=“Blush” type=“boolean” minOccurs=“0”/>


  <element name=“BlushColor” type=“mpegvct:colorType” minOccurs=“0”/>


  <element name=“BlushOpacity” type=“vwoc:percentageType” minOccurs=“0”/>


  <element name=“InnerShadow” type=“boolean” minOccurs=“0”/>


  <element name=“InnerShadowColor” type=“mpegvct:colorType”


minOccurs=“0”/>


  <element name=“InnerShadowOpacity” type=“vwoc:percentageType”


minOccurs=“0”/>


  <element name=“OuterShadow” type=“boolean” minOccurs=“0”/>


  <element name=“OuterShadowOpacity” type=“vwoc:percentageType”


minOccurs=“0”/>


  <element name=“EyeLiner” type=“boolean” minOccurs=“0”/>


  <element name=“EyeLinerColor” type=“mpegvct:colorType” minOccurs=“0”/>


 </sequence>


 <attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 46-1 shows example binary representation syntax corresponding to the facial 1418 of the avatar appearance type 1410, according to the example embodiments.











TABLE 46-1






Number



FacialType{ custom character
of bits
Mnemonic







 FacialDefinitionFlag custom character
1 custom character
bslbf custom character


 FrecklesFlag custom character
1 custom character
bslbf custom character


 WrinklesFlag custom character
1 custom character
bslbf custom character


 RosyComplexionFlag custom character
1 custom character
bslbf custom character


 LipPinknessFlag custom character
1 custom character
bslbf custom character


 LipstickFlag custom character
1 custom character
bslbf custom character


 LipstickColorFlag custom character
1 custom character
bslbf custom character


 LipGlossFlag custom character
1 custom character
bslbf custom character


 BlushFlag custom character
1 custom character
bslbf custom character


 BlushColorFlag custom character
1 custom character
bslbf custom character


 BlushOpacityFlag custom character
1 custom character
bslbf custom character


 InnerShadowFlag custom character
1 custom character
bslbf custom character


 InnerShadowColorFlag custom character
1 custom character
bslbf custom character


 InnerShadowOppacityFlag custom character
1 custom character
bslbf custom character


 OuterShadowFlag custom character
1 custom character
bslbf custom character


 OuterShadowOppacityFlag custom character
1 custom character
bslbf custom character


 EyeLinerFlag custom character
1 custom character
bslbf custom character


 EyeLinerColorFlag custom character
1 custom character
bslbf custom character


 if(FacialDefinitionFlag){ custom character

custom character


custom character



  FacialDefinition custom character

custom character

levelOf5Type custom character


 } custom character

custom character


custom character



 if(FrecklesFlag){ custom character

custom character


custom character



  Freckles custom character

custom character

levelOf5Type custom character


 } custom character

custom character


custom character



 if(WrinklesFlag){ custom character

custom character


custom character



  Wrinkles custom character
1 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(RosyComplexionFlag){ custom character

custom character


custom character



  RosyComplexion custom character
1 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(LipPinknessFlag){ custom character

custom character


custom character



  LipPinkness custom character
1 custom character
levelOf5Type custom character


 } custom character

custom character


custom character



 if(LipstickFlag){ custom character

custom character


custom character



  Lipstick custom character
1 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(LipstickColorFlag){ custom character

custom character


custom character



  LipstickColor custom character

custom character

colorType custom character


 } custom character

custom character


custom character



 if(LipGlossFlag){ custom character

custom character


custom character



  LipGloss custom character

custom character

levelOf5Type custom character


 } custom character

custom character


custom character



 if(BlushFlag){ custom character

custom character


custom character



  Blush custom character
1 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(BlushColorFlag){ custom character

custom character


custom character



  BlushColor custom character

custom character

colorType custom character


 } custom character

custom character


custom character



 if(BlushOpacityFlag){ custom character

custom character


custom character



  BlushOpacity custom character

custom character

percentageType custom character


 } custom character

custom character


custom character



 if(InnerShadowFlag){ custom character

custom character


custom character



  InnerShadow custom character
1 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(InnerShadowColorFlag){ custom character

custom character


custom character



  InnerShadowColor custom character

custom character

colorType custom character


 } custom character

custom character


custom character



 if(InnerShadowOppacityFlag){ custom character

custom character


custom character



  InnerShadowOppacity custom character

custom character

percentageType custom character


 } custom character

custom character


custom character



 if(OuterShadowFlag){ custom character

custom character


custom character



  OuterShadow custom character
1 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(OuterShadowOppacityFlag){ custom character

custom character


custom character



  OuterShadowOppacity custom character

custom character

percentageType custom character


 } custom character

custom character


custom character



 if(EyeLinerFlag){ custom character

custom character


custom character



  EyeLiner custom character
1 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(EyeLinerColorFlag){ custom character

custom character


custom character



  EyeLinerColor custom character

custom character

colorType custom character


 } custom character

custom character


custom character










Table 46-2 shows example descriptor components semantics of the facial 1418 of the avatar appearance type 1410, according to the example embodiments.










TABLE 46-2





Names custom character
Description custom character







FacialType custom character
Defines the type of face. custom character


FacialDefinitionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FacialDefinition element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


FrecklesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Freckles element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


WrinklesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Wrinkles element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


RosyComplexionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the RosyComplexion element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


LipPinknessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipPinkness element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


LipstickFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Lipstick element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


LipstickColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipstickColor element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


LipGlossFlag custom character
This field, which is only present in the binary representation,



signals the presence of the LipGloss element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


BlushFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Blush element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


BlushColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BlushColor element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


BlushOpacityFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BlushOpacity element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


InnerShadowFlag custom character
This field, which is only present in the binary representation,



signals the presence of the InnerShadow element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


InnerShadowColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the InnerShadowColor element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


InnerShadowOppacityFlag custom character
This field, which is only present in the binary representation,



signals the presence of the InnerShadowOppacity element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


OuterShadowFlag custom character
This field, which is only present in the binary representation,



signals the presence of the OuterShadow element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


OuterShadowOppacityFlag custom character
This field, which is only present in the binary representation,



signals the presence of the OuterShadowOppacity element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


EyeLinerFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeLiner element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


EyeLinerColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyeLinerColor element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


FacialDefinition custom character
Level of brightness of the face from 1-lighted to 5 dark custom character


Freckles custom character
Freckles (5 levels, 1 = smallest, 5 = biggest) custom character


Wrinkles custom character
Wrinkles (1: yes, or 0: no) custom character


RosyComplexion custom character
Rosy Complexion (1: yes, or 0: no) custom character


LipPinkness custom character
Lip Pinkness (5 levels, 1 = smallest, 5 = biggest) custom character


Lipstick custom character
Lipstick (1: yes, or 0: no) custom character


LipstickColor custom character
Lipstick Color custom character


LipGloss custom character
Lipgloss (5 levels, 1 = smallest, 5 = biggest) custom character


Blush custom character
Blush (1: yes, or 0: no) custom character


BlushColor custom character
Blush Color custom character


BlushOpacity custom character
Blush Opacity (%) custom character


InnerShadow custom character
Inner Shadow (1: yes, or 0: no) custom character


InnerShadowColor custom character
Inner Shadow Color custom character


InnerShadowOppacity custom character
Inner Shadow Opacity (%) custom character


OuterShadow custom character
Outer Shadow (1: yes, or 0: no) custom character


OuterShadowOppacity custom character
Outer Shadow Opacity (%) custom character


EyeLiner custom character
Eyeliner (1: yes, or 0: no) custom character


EyeLinerColor custom character
Eyeliner Color custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the body. custom character









Depending on embodiments, the nail 1419 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 47. However, a program source shown in Source 47 is not limiting and is only an example embodiment.












Source 47















<!-- ################################################ -->


<!-- Nail Type                  -->


<!-- ################################################ -->


<complexType name=“NailType”>


 <sequence>


  <element name=“NailPolish” type=“boolean” minOccurs=“0”/>


  <element name=“NailPolishColor” type=“mpegvct:colorType”


  minOccurs=“0”/>


 </sequence>


 <attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>


</complexType>









Table 47-1 shows example binary representation syntax corresponding to the nail 1419 of the avatar appearance type 1410, according to the example embodiments.













TABLE 47-1








Number




NailType{ custom character
of bits
Mnemonic









 NailPolishFlag custom character
1 custom character
bslbf custom character



 NailPolishColorFlag custom character
1 custom character
bslbf custom character



 hapticIDRefFlag custom character
1 custom character
bslbf custom character



 if(NailPolishFlag){ custom character

custom character


custom character




  NailPolish custom character
1 custom character
bslbf custom character



 } custom character

custom character


custom character




 if(NailPolishColorFlag){ custom character

custom character


custom character




  NailPolishColor custom character

custom character

RGB custom character



 } custom character

custom character


custom character




 if(hapticIDRefFlag){ custom character

custom character


custom character




  hapticIDRef custom character
See ISO
UTF-8 custom character




10646 custom character



 } custom character

custom character


custom character




} custom character

custom character


custom character











Table 47-2 shows example descriptor components semantics of the nail 1419 of the avatar appearance type 1410, according to the example embodiments.










TABLE 47-2





Names custom character
Description custom character







NailType custom character
Defines the type of nail. custom character


NailPolishFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NailPolish element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


NailPolishColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the NailPolishColor element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


NailPolish custom character
Nail Polish (1: yes or 0: no) custom character


NailPolishColor custom character
Nail Polish Color custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the body. custom character









Depending on embodiments, the body look 1420 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 48. However, a program source shown in Source 48 is not limiting and is only an example embodiment.












Source 48















<!-- ################################################ -->








<!-- Body Look Type
-->







<!-- ################################################ -->


<complexType name=“BodyLookType”>









<sequence>









<element name=“BodyDefinition”







type=“vwoc:indicateOfSMLType” minOccurs=“0”/>









<element name=“BodyFreckles” type=“vwoc:levelOf5Type”



minOccurs=“0”/>









</sequence>







</complexType>









Table 48-1 shows example binary representation syntax corresponding to the body look 1420 of the avatar appearance type 1410, according to the example embodiments.













TABLE 48-1








Number




BodyLookType{ custom character
of bits
Mnemonic









 BodyDefinitionFlag custom character
1 custom character
bslbf custom character



 BodyFrecklesFlag custom character
1 custom character
bslbf custom character



 if(BodyDefinitionFlag){ custom character

custom character


custom character




  BodyDefinition custom character
3 custom character
bslbf custom character



 } custom character

custom character


custom character




 if(BodyFrecklesFlag){ custom character

custom character


custom character




  BodyFreckles custom character
3 custom character
bslbf custom character



 } custom character

custom character


custom character




} custom character

custom character


custom character











Table 48-2 shows example descriptor components semantics of the body look 1420 of the avatar appearance type 1410 according to the example embodiments.










TABLE 48-2





Names custom character
Description custom character







BodyLookType custom character
Defines the type of body look. custom character


BodyDefinitionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BodyDefinition element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


BodyFrecklesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BodyFreckles element “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


BodyDefinition custom character
Body Definition (short, medium, or long) custom character


BodyFreckles custom character
Body Freckles (5 levels, 1 = smallest, 5 = biggest) custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the body. custom character









Depending on embodiments, the hair 1421 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 49. However, a program source shown in Source 49 is not limiting and is only an example embodiment.












Source 49















<!-- ################################################ -->








<!-- Hair Type
-->







<!-- ################################################ -->


<complexType name=“HairType”>









<sequence>









<element name=“HairSize” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“HairStyle” type=“mpeg7:termReferenceType” minOccurs=“0”/>



<element name=“HairColor” type=“mpegvct:colorType” minOccurs=“0”/>



<element name=“WhiteHair” type=“vwoc:percentageType” minOccurs=“0”/>



<element name=“RainbowColor” type=“mpegvct:colorType” minOccurs=“0”/>



<element name=“BlondeHair” type=“vwoc:percentageType” minOccurs=“0”/>



<element name=“RedHair” type=“vwoc:percentageType” minOccurs=“0”/>



<element name=“HairVolume” type=“vwoc:indicateOfSMBType”







minOccurs=“0”/>









<element name=“HairFront” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“HairSides” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“HairBack” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“BigHairFront” type=“vwoc:indicateOfSMLType”







minOccurs=“0”/>









<element name=“BigHairTop” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“BigHairBack” type=“vwoc:indicateOfSMLType”







minOccurs=“0”/>









<element name=“FrontFrindge” type=“vwoc:indicateOfSMLType”







minOccurs=“0”/>









<element name=“SideFrindge” type=“vwoc:indicateOfSMLType”







minOccurs=“0”/>









<element name=“BackFrindge” type=“vwoc:indicateOfSMLType”







minOccurs=“0”/>









<element name=“FullHairSides” type=“vwoc:indicateOfSMLType”







minOccurs=“0”/>









<element name=“HairSweep” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“ShearFront” type=“vwoc:indicateOfLMRType” minOccurs=“0”/>



<element name=“ShearBack” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“TuperFront” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“TuperBack” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“RumpledHair” minOccurs=“0”>









<simpleType>









<restriction base=“string”>









<enumeration value=“low”/>



<enumeration value=“moderate”/>



<enumeration value=“high”/>









</restriction>









</simpleType>









</element>



<element name=“PigTails” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“PonyTail” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“SprikedHair” type=“vwoc:indicateOfSMLType” minOccurs=“0”/>



<element name=“HairTilt” type=“float” minOccurs=“0”/>



<element name=“HairMiddlePart” type=“vwoc:indicateOfLHType”







minOccurs=“0”/>









<element name=“HairRightPart” type=“vwoc:indicateOfLHType” minOccurs=“0”/>



<element name=“HairLeftPart” type=“vwoc:indicateOfLHType” minOccurs=“0”/>



<element name=“HairPartsBangs” type=“vwoc:indicateOfLHType”







minOccurs=“0”/>









</sequence>



<attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>







</complexType>









Table 49-1 shows example binary representation syntax corresponding to the hair 1421 of the avatar appearance type 1410, according to the example embodiments.











TABLE 49-1






Number



HairType{ custom character
of bits
Mnemonic







 HairSizeFlag custom character
1 custom character
bslbf custom character


 HairStyleFlag custom character
1 custom character
bslbf custom character


 HairColorFlag custom character
1 custom character
bslbf custom character


 WhiteHairFlag custom character
1 custom character
bslbf custom character


 RainbowColorFlag custom character
1 custom character
bslbf custom character


 BlondeHairFlag custom character
1 custom character
bslbf custom character


 RedHairFlag custom character
1 custom character
bslbf custom character


 HairVolumeFlag custom character
1 custom character
bslbf custom character


 HairFrontFlag custom character
1 custom character
bslbf custom character


 HairSidesFlag custom character
1 custom character
bslbf custom character


 HairBackFlag custom character
1 custom character
bslbf custom character


 BigHairFrontFlag custom character
1 custom character
bslbf custom character


 BigHairTopFlag custom character
1 custom character
bslbf custom character


 BigHairBackFlag custom character
1 custom character
bslbf custom character


 FrontFringeFlag custom character
1 custom character
bslbf custom character


 SideFringeFlag custom character
1 custom character
bslbf custom character


 BackFringeFlag custom character
1 custom character
bslbf custom character


 FullHairSidesFlag custom character
1 custom character
bslbf custom character


 HairSweepFlag custom character
1 custom character
bslbf custom character


 ShearFrontFlag custom character
1 custom character
bslbf custom character


 ShearBackFlag custom character
1 custom character
bslbf custom character


 TuperFrontFlag custom character
1 custom character
bslbf custom character


 TuperBackFlag custom character
1 custom character
bslbf custom character


 RumpledhairFlag custom character
1 custom character
bslbf custom character


 PigtailsFlag custom character
1 custom character
bslbf custom character


 PonytailFlag custom character
1 custom character
bslbf custom character


 SpikedHairFlag custom character
1 custom character
bslbf custom character


 HairTiltFlag custom character
1 custom character
bslbf custom character


 HairMiddlePartFlag custom character
1 custom character
bslbf custom character


 HairRightPartFlag custom character
1 custom character
bslbf custom character


 HairLeftPartFlag custom character
1 custom character
bslbf custom character


 HairPartBangsFlag custom character
1 custom character
bslbf custom character


 hapticIDRefFlag custom character
1 custom character
bslbf custom character


 if(HairSizeFlag){ custom character

custom character


custom character



  HairSize custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(HairStyleFlag){ custom character

custom character


custom character



  HairStyle custom character
4 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(HairColorFlag){ custom character

custom character


custom character



  HairColor custom character

custom character

colorType custom character


 } custom character

custom character


custom character



 if(WhiteHairFlag){ custom character

custom character


custom character



  WhiteHair custom character

custom character

percentageType custom character


 } custom character

custom character


custom character



 if(RainbowColorFlag){ custom character

custom character


custom character



  RainbowColor custom character

custom character

colorType custom character


 } custom character

custom character


custom character



 if(BlondeHairFlag){ custom character

custom character


custom character



  BlondeHair custom character

custom character

percentageType custom character


 } custom character

custom character


custom character



 if(RedHairFlag){ custom character

custom character


custom character



  RedHair custom character

custom character

percentageType custom character


 } custom character

custom character


custom character



 if(HairVolumeFlag){ custom character

custom character


custom character



  HairVolume custom character

custom character

indicateOfSMBType custom character


 } custom character

custom character


custom character



 if(HairFrontFlag){ custom character

custom character


custom character



  HairFront custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(HairSidesFlag){ custom character

custom character


custom character



  HairSides custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(HairBackFlag){ custom character

custom character


custom character



  HairBack custom character

custom character

indicateOFSMLType custom character


 } custom character

custom character


custom character



 if(BigHairFrontFlag){ custom character

custom character


custom character



  BigHairFrontcustom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(BigHairTopFlag){ custom character

custom character


custom character



  BigHairTop custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(BigHairBackFlag){ custom character

custom character


custom character



  BigHairBack custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(FrontFringeFlag){ custom character

custom character


custom character



  FrontFringe custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(SideFringeFlag){ custom character

custom character


custom character



  SideFringe custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(BackFringeFlag){ custom character

custom character


custom character



  BackFringe custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(FullHairSidesFlag){ custom character

custom character


custom character



  FullHairSides custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(HairSweepFlag){ custom character

custom character


custom character



  HairSweep custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(ShearFrontFlag){ custom character

custom character


custom character



  ShearFront custom character

custom character

indicateOfLMRType custom character


 } custom character

custom character


custom character



 if(ShearBackFlag){ custom character

custom character


custom character



  ShearBack custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(TuperFrontFlag){ custom character

custom character


custom character



  TuperFront custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(TuperBackFlag){ custom character

custom character


custom character



  TuperBack custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(RumpledhairFlag){ custom character

custom character


custom character



  Rumpledhair custom character
3 custom character
bslbf custom character


 } custom character

custom character


custom character



 if(PigtailsFlag){ custom character

custom character


custom character



  Pigtails custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(PonytailFlag){ custom character

custom character


custom character



  Ponytail custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(SpikedHairFlag){ custom character

custom character


custom character



  SpikedHair custom character

custom character

indicateOfSMLType custom character


 } custom character

custom character


custom character



 if(HairTiltFlag){ custom character

custom character


custom character



  HairTilt custom character
32 custom character
fsbf custom character


 } custom character

custom character


custom character



 if(HairMiddlePartFlag){ custom character

custom character


custom character



  HairMiddlePart custom character

custom character

indicateOfLHType custom character


 } custom character

custom character


custom character



 if(HairRightPartFlag){ custom character

custom character


custom character



  HairRightPart custom character

custom character

indicateOfLHType custom character


 } custom character

custom character


custom character



 if(HairLeftPartFlag){ custom character

custom character


custom character



  HairLeftPart custom character

custom character

indicateOfLHType custom character


 } custom character

custom character


custom character



 if(HairPartBangsFlag){ custom character

custom character


custom character



  HairPartBangs custom character

custom character

indicateOfLHType custom character


 } custom character

custom character


custom character



 if(hapticIDRefFlag){ custom character

custom character


custom character



  hapticIDRef custom character
See ISO
UTF-8 custom character



10646 custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 49-2 shows example descriptor components semantics of the hair 1421 of the avatar appearance type 1410, according to the example embodiments.










TABLE 49-2





Names custom character
Description custom character







HairType custom character
Defines the type of hair. custom character


HairSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairSize element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


HairStyleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairStyleFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


HairColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairColorFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


WhiteHairFlag custom character
This field, which is only present in the binary representation,



signals the presence of the WhiteHairFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


RainbowColorFlag custom character
This field, which is only present in the binary representation,



signals the presence of the RainbowColorFlag element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


BlondeHairFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BlondeHairFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


RedHairFlag custom character
This field, which is only present in the binary representation,



signals the presence of the RedHairFlag element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


HairVolumeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairVolumeFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


HairFrontFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairFrontFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


HairSidesFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairSidesFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


HairBackFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairBackFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


BigHairFrontFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BigHairFrontFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


BigHairTopFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BigHairTopFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


BigHairBackFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BigHairBackFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


FrontFringeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FrontFringeFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


SideFringeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the SideFringeFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


BackFringeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the BackFringeFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


FullHairSidesFlag custom character
This field, which is only present in the binary representation,



signals, the presence of the FullHairSidesFlag element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


HairSweepFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairSweepFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


ShearFrontFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ShearFrontFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


ShearBackFlag custom character
This field, which is only present in the binary representation,



signals the presence of the ShearBackFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


TuperFrontFlag custom character
This field, which is only present in the binary representation,



signals the presence of the TuperFrontFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


TuperBackFlag custom character
This field, which is only present in the binary representation,



signals the presence of the TuperBackFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


RumpledhairFlag custom character
This field, which is only present in the binary representation,



signals the presence of the RumpledhairFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


PigtailsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the PigtailsFlag element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


PonytailFlag custom character
This field, which is only present in the binary representation,



signals the presence of the PonytailFlag element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


SpikedHairFlag custom character
This field, which is only present in the binary representation,



signals the presence of the SpikedHairFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


HairTiltFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairTiltFlag element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


HairMiddlePartFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairMiddlePartFlag element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


HairRightPartFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairRightPartFlag element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


HairLeftPartFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairLeftPartFlag element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


HairPartBangsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the HairPartBangsFlag element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attibute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


HairSize custom character
The length of the hair (can be one of short, medium or long) custom character


HairStyle custom character
The style of the hair custom character



(0000: afro, 0001: bun, 0010: combover, 0011: crewcut, 0100:



Mohawk, 0101: odando, 0110: pigtails, 0111: pompadour, or



1000: ponytail, 1001-1111: Reserved) custom character


HairColor custom character
The hair color custom character


WhiteHair custom character
Amount of white hair (%) custom character


RainbowColor custom character
The color of the hair custom character


BlondeHair. custom character
How much blond is the hair (%) custom character


RedHair custom character
How much red is the hair (%) custom character


HairVolume custom character
The volume of the complete hair custom character


HairFront custom character
How much the hair goes toward front custom character


HairSides custom character
The height of the sides of the hair custom character


HairBack custom character
How long is the hair at the back custom character


BigHairFront custom character
How high is the hair at the front of the skull custom character


BigHairTop custom character
How high is the hair at the top of the skull custom character


BigHairBack custom character
How high is the hair at the back of the skull custom character


FrontFringe custom character
The length of the front fringe of the hair custom character


SideFringe custom character
The length of the side fringe of the hair custom character


BackFringe custom character
The length of the back fringe of the hair custom character


FullHairSides custom character
The width of the hair custom character


HairSweep custom character
How much the hair is turned towards the front custom character


ShearFront custom character
How much the hair extends towards front custom character


ShearBack custom character
How much the hair extends towards back custom character


TuperFront custom character
The width of the hair at the front custom character


TuperBack custom character
The width of the hair on the back custom character


Rumpledhair custom character
How much the hair is rumpled custom character


Pigtails custom character
The length of the pigtails custom character


Ponytail custom character
The length of the ponytail custom character


SpikedHair custom character
The length or the spikes in the hair custom character


HairTilt custom character
The vertical position of the hair from the top of the head (m) custom character


HairMiddePart custom character
How much the hair is parted at the middle front custom character


HairRightPart custom character
How much the hair is parted at the right side custom character


HairLeftPart custom character
How much the hair is parted at the left side custom character


HairPartBangs custom character
How much the hair is parted at the middle custom character


hapticIDRef. custom character
Identifier that refers to the haptic properties of the hair. custom character









Depending on embodiments, the eyebrows 1422 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 50. However, a program source shown in Source 50 is not limiting and is only an example embodiment.












Source 50















<!-- ################################################ -->








<!-- Eye Brows Type
-->







<!-- ################################################ -->


<complexType name=“EyebrowsType”>









<sequence>









<element name=“EyebrowSize”







type=“vwoc:indicateOfSMLType” minOccurs=“0”/>









<element name=“EyebrowDensity” minOccurs=“0”>









<simpleType>









<restriction base=“string”>









<enumeration value=“low”/>



<enumeration value=“moderate”/>



<enumeration value=“high”/>









</restriction>









</simpleType>









</element>



<element name=“EyebrowHeight”







type=“vwoc:measureUnitLMHType” minOccurs=“0”/>









<element name=“EyebrowArc” minOccurs=“0”>









<simpleType>









<restriction base=“string”>









<enumeration value=“flat”/>



<enumeration value=“middle”/>



<enumeration value=“arched”/>









</restriction>









</simpleType>









</element>



<element name=“EyebrowPoints”







type=“vwoc:indicateOfDMUType” minOccurs=“0”/>









</sequence>



<attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>







</complexType>









Table 50-1 shows example binary representation syntax corresponding to the eyebrows 1422 of the avatar appearance type 1410, according to the example embodiments.











TABLE 50-1






Number



EyebrowsType{ custom character
of bits
Mnemonic







  EyebrowSizeFlag custom character
1 custom character
bslbf custom character


  EyebrowDensityFlag custom character
1 custom character
bslbf custom character


  EyebrowHeightFlag custom character
1 custom character
bslbf custom character


  EyebrowArcFlag custom character
1 custom character
bslbf custom character


  EyebrowPointsFlag custom character
1 custom character
bslbf custom character


  hapticIDRefFlag custom character
1 custom character
bslbf custom character


  if(EyebrowSizeFlag){ custom character

custom character


custom character



   EyebrowSize custom character

custom character

indicateOfSMLType custom character


  } custom character

custom character


custom character



  if(EyebrowDensityFlag){ custom character

custom character


custom character



   EyebrowDensity custom character
3 custom character
bslbf custom character


  } custom character

custom character


custom character



  if(EyebrowHeightFlag){ custom character

custom character


custom character



   EyebrowHeight custom character

custom character

measureUnitLMHType custom character


  } custom character

custom character


custom character



  if(EyebrowArcFlag){ custom character

custom character


custom character



   EyebrowArc custom character
3 custom character
bslbf custom character


  } custom character

custom character


custom character



  if(EyebrowPointsFlag){ custom character

custom character


custom character



   EyebrowPoints custom character

custom character

indicateOfDMUType custom character


  } custom character

custom character


custom character



  if(hapticIDRefFlag){ custom character

custom character


custom character



   hapticIDRef custom character
See ISO
UTF-8 custom character



10646 custom character


  } custom character

custom character


custom character



 } custom character

custom character

custom character









Table 50-2 shows example descriptor components semantics of the eyebrows 1422 of the avatar appearance type 1410, according to the example embodiments.










TABLE 50-2





Names custom character
Description custom character







EyebrowsType custom character
Defines the type of eyebrows. custom character


EyebrowSizeFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyebrowSize element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


EyebrowDensityFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyebrowDensity element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


EyebrowHeightFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyebrowHeight element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


EyebrowArcFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyebrowArc element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


EyebrowPointsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the EyebrowPoints element. “1” means



that the element Shall be used. “0” means that the element shall



not be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


EyebrowSize custom character
The length of the eyebrow custom character


EyebrowDensity custom character
The density (low, moderate, high) custom character



(000: low, 001: moderate, 010: high, 011-111: Reserved) custom character


EyebrowHeight custom character
The vertical eyebrow position on the face custom character


EyebrowArc custom character
The curvature of the Eyebrow. It can be low (flat), middle or



high (arced) custom character



(000: flat, 001: middle, 010: arched, 011-111: Reserved) custom character


EyebrowPoints custom character
The direction of the eyebrows, towards up or down custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the eyebrows custom character









Depending on embodiments, the facial hair 1423 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 51. However, a program source shown in Source 51 is not limiting and is only an example embodiment.












Source 51















<!-- ################################################ -->








<!-- Facial Hair Type
-->







<!-- ################################################ -->


<complexType name=“FacialHairType”>









<sequence>









<element name=“FacialHairThickness”







type=“vwoc:measureUnitLMHType” minOccurs=“0”/>









<element name=“FacialSideburns” type=“mpegvct:colorType”



minOccurs=“0”/>



<element name=“FacialMustache” type=“boolean”



minOccurs=“0”/>



<element name=“FacialChinCurtains” type=“boolean”



minOccurs=“0”/>



<element name=“FacialsoulPatch” type=“boolean”



minOccurs=“0”/>









</sequence>



<attribute name=“hapticIDRef” type=“IDREF” use=“optional”/>







</complexType>









Table 51-1 shows example binary representation syntax corresponding to the facial hair 1423 of the avatar appearance type 1410, according to the example embodiments.













TABLE 51-1








Number




FacialHairType{ custom character
of bits
Mnemonic









  FacialHairThicknessFlag custom character
1 custom character
bslbf custom character



  FacialSideburnsFlag custom character
1 custom character
bslbf custom character



  FacialMustacheFlag custom character
1 custom character
bslbf custom character



  FacialChinCurtainsFlag custom character
1 custom character
bslbf custom character



  FacialSoulPatchFlag custom character
1 custom character
bslbf custom character



  hapticIDRefFlag custom character
1 custom character
bslbf custom character



  if(FacialHairThicknessFlag){ custom character

custom character


custom character




   FacialHairThickness custom character
3 custom character
bslbf custom character



  } custom character

custom character


custom character




  if(FacialSideburnsFlag){ custom character

custom character


custom character




   FacialSideburns custom character

custom character

RGB custom character



  } custom character

custom character


custom character




  if(FacialMustacheFlag){ custom character

custom character


custom character




   FacialMustache custom character
1 custom character
bslbf custom character



  } custom character

custom character


custom character




  if(FacialChinCurtainsFlag){ custom character

custom character


custom character




   FacialChinCurtains custom character
1 custom character
Bslbf custom character



  } custom character

custom character


custom character




  if(FacialSoulPatchFlag){ custom character

custom character


custom character




   FacialSoulPatch custom character
1 custom character
bslbf custom character



  } custom character

custom character


custom character




  if(hapticIDRefFlag){ custom character

custom character


custom character




   hapticIDRef custom character
See ISO
UTF-8 custom character




10646 custom character



  } custom character

custom character


custom character




 } custom character

custom character

custom character










Table 51-2 shows example descriptor components semantics of the facial hair 1423 of the avatar appearance type 1410, according to the example embodiments.










TABLE 51-2





Names custom character
Description custom character







FacialHairType custom character
Defines the type of eyebrows. custom character


FacialHairThicknessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FacialHairThickness element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


FacialSideburnsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FacialSideburns element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


FacialMustacheFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FacialMustache element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


FacialChinCurtainsFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FacialChinCurtains element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


FacialSoulPatchFlag custom character
This field, which is only present in the binary representation,



signals the presence of the FacialSoulPatch element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


hapticIDRefFlag custom character
This field, which is only present in the binary representation,



signals the presence of the hapticIDRef attribute. “1” means that



the attribute shall be used. “0” means that the attribute shall not



be used. custom character


FacialHairThickness custom character
The thick of the facial hair custom character


FacialSideburns custom character
The color of the facial side custom character


FacialMustache custom character
The facial moustache (1: yes or 0: no) custom character


FacialChinCurtains custom character
Facial chin curtains (1: yes or 0: no) custom character


FacialSoulPatch custom character
Facial soul patch (1: yes or 0: no) custom character


hapticIDRef custom character
Identifier that refers to the haptic properties of the facial hair. custom character









Depending on embodiments, the facial calibration points 1425 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 52. However, a program source shown in Source 52 is not limiting and is only an example embodiment.












Source 52















<!-- ################################################ -->








<!-- Facial Calibration Points Type
-->







<!-- ################################################ -->


<complexType name=“FacialCalibrationPointsType”>









<sequence>









<element name=“Sellion” type=“vwoc:PointType”



minOccurs=“0”/>



<element name=“RInfraorbitale” type=“vwoc:PointType”



minOccurs=“0”/>



<element name=“LInfraorbitale” type=“vwoc:PointType”



minOccurs=“0”/>



<element name=“Supramenton” type=“vwoc:PointType”



minOccurs=“0”/>



<element name=“RTragion” type=“vwoc:PointType”



minOccurs=“0”/>



<element name=“RGonion” type=“vwoc:PointType”



minOccurs=“0”/>



<element name=“LTragion” type=“vwoc:PointType”



minOccurs=“0”/>



<element name=“LGonion” type=“vwoc:PointType”



minOccurs=“0”/>









</sequence>







</complexType>









Table 52-1 shows example binary representation syntax corresponding to the facial calibration points 1425 of the avatar appearance type 1410, according to the example embodiments.













TABLE 52-1








Number




FacialCalibrationPointsType{ custom character
of bits
Mnemonic









  SellionFlag custom character
1 custom character
bslbf custom character



  RInfraorbitaleFlag custom character
1 custom character
bslbf custom character



  LinfraorbitaleFlag custom character
1 custom character
bslbf custom character



  SupramentonFlag custom character
1 custom character
bslbf custom character



  RtragionFlag custom character
1 custom character
bslbf custom character



  RgonionFlag custom character
1 custom character
bslbf custom character



  LtragionFlag custom character
1 custom character
bslbf custom character



  LgonionFlag custom character
1 custom character
bslbf custom character



  if(SellionFlag){ custom character

custom character

custom character



   Sellion custom character

custom character

PointType custom character



  } custom character

custom character

custom character



  if(RinfraorbitaleFlag){ custom character

custom character

custom character



   Rinfraorbitale custom character

custom character

PointType custom character



  } custom character

custom character

custom character



  if(LinfraorbitaleFlag){ custom character

custom character

custom character



   Linfraorbitale custom character

custom character

PointType custom character



  } custom character

custom character

custom character



  if(SupramentonFlag){ custom character

custom character

custom character



   Supramenton custom character

custom character

PointType custom character



  } custom character

custom character

custom character



  if(RtragionFlag){ custom character

custom character

custom character



   Rtragion custom character

custom character

PointType custom character



  } custom character

custom character

custom character



  if(RgonionFlag){ custom character

custom character

custom character



   Rgonion custom character

custom character

PointType custom character



  } custom character

custom character

custom character



  if(LtragionFlag){ custom character

custom character

custom character



   Ltragion custom character

custom character

PointType custom character



  } custom character

custom character

custom character



  if(LgonionFlag){ custom character

custom character

custom character



   Lgonion custom character

custom character

PointType custom character



  } custom character

custom character

custom character



} custom character

custom character

custom character










Table 52-2 shows example descriptor components semantics of the facial calibration points 1425 of the avatar appearance type 1410, according to the example embodiments.










TABLE 52-2





Names custom character
Description custom character







FacialCalibrationPointsType custom character
Defines the facial calibration points. custom character


SellionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Sellion element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


RInfraorbitaleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the RInfraorbitale element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


LinfraorbitaleFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Linfraorbitale element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


SupramentonFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Supramenton element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


RtragionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Rtragion element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


RgonionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Rgonion element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


LtragionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Ltragion element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


LgonionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Lgonion element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


Sellion custom character
point 1 in the figure at the bottom (point type) custom character


RInfraorbitale custom character
point 2 in the figure at the bottom (point type) custom character


Linfraorbitale custom character
point 3 in the figure at the bottom (point type) custom character


Supramenton custom character
point 4 in the figure at the bottom (point type) custom character


Rtragion custom character
point 5 in the figure at the bottom (point type) custom character


Rgonion custom character
point 6 in the figure at the bottom (point type) custom character


Ltragion custom character
point 7 in the figure at the bottom (point type) custom character


Lgonion custom character
point 8 in the figure at the bottom (point type) custom character









Depending on embodiments, the physical condition type 1426 of the avatar appearance type 1410 may be expressed using the XML, for example, as shown below in Source 53. However, a program source shown in Source 53 is not limiting and is only an example embodiment.












Source 53















<!-- ################################################ -->








<!-- Physical Condition Type
-->







<!-- ################################################ -->


<complexType name=“PhysicalConditionType”>









<sequence>









<element name=“BodyStrength”







type=“vwoc:unlimitedPercentageType” minOccurs=“0”/>









<element name=“BodyFlexibility”







type=“vwoc:indicateOfLMHType” minOccurs=“0”/>









</sequence>







</complexType>









Table 53-1 shows example binary representation syntax corresponding to the physical condition type 1426 of the avatar appearance type 1410, according to the example embodiments.











TABLE 53-1






Number



PhysicalConditionType{ custom character
of bits
Mnemonic







  BodyStrengthFlag custom character
1 custom character
bslbf custom character


  BodyFlexibilityFlag custom character
1 custom character
bslbf custom character


  if(BodyStrengthFlag){ custom character
custom character
custom character


   BodyStrength custom character
custom character
unlimitedPercentageType custom character


  } custom character
custom character
custom character


  if(BodyStrengthFlag){ custom character
custom character
custom character


   BodyStrength custom character
custom character
indicateOfLMHType custom character


  } custom character
custom character
custom character


} custom character
custom character
custom character









Table 53-2 shows example descriptor components semantics of the physical condition type 1426 of the avatar appearance type 1410, according to the example embodiments.










TABLE 53-2





Names custom character
Description custom character







PhysicalConditionType custom character
Defines the physical condition of avatar. custom character


BodyStrengthFlag custom character
This field, which is only present in the



binary representation, signals the presence of



the BodyStrength element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


BodyFlexibilityFlag custom character
This field, which is only present in the



binary representation, signals the presence of



the BodyFlexibility element. “1” means



that the element shall be used. “0” means



that the element shall not be used. custom character


BodyStrength custom character
This element describes the body strength



(%) custom character


BodyFlexibility custom character
This element describes the body flexibility.



Values for this element can be either low,



middle, or high. custom character










FIG. 20 illustrates a data structure of an avatar animation type 1510, according to example embodiments.


Referring to FIG. 20, the avatar animation type 1510 may include a plurality of elements 1511 to 1524, however, the present disclosure is not limited thereto.


According to the example embodiments, the elements of the avatar animation type 1510 may include idle 1511, greeting 1512, dance 1513, walk 1514, moves 1515, fighting 1516, hearing 1517, smoke 1518, congratulations 1519, common actions 1520, specific actions 1521, facial expression 1522, body expression 1523, and animation resources 1524. The described elements of the avatar animation type are exemplary, and thus, the present disclosure is not limited thereto.


Depending on embodiments, the avatar animation type 1510 may be expressed using the XML, for example, as shown below in Source 54. However, a program source shown in Source 54 is not limiting and is only an example embodiment.












Source 54















<!-- ################################################ -->








<!-- Avatar Animation Type
-->







<!-- ################################################ -->


<complexType name=“AvatarAnimationType”>









<sequence>









<element name=“Idle” type=“vwoc:AnimationDescriptionType” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“Greeting” type=“vwoc:AnimationDescriptionType”







minOccurs=“0” maxOccurs=“unbounded”/>









<element name=“Dance” type=“vwoc:AnimationDescriptionType” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“Walk” type=“vwoc:AnimationDescriptionType” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“Moves” type=“vwoc:AnimationDescriptionType” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“Fighting” type=“vwoc:AnimationDescriptionType”







minOccurs=“0” maxOccurs=“unbounded”/>









<element name=“Hearing” type=“vwoc:AnimationDescriptionType”







minOccurs=“0” maxOccurs=“unbounded”/>









<element name=“Smoke” type=“vwoc:AnimationDescriptionType” minOccurs=“0”







maxOccurs=“unbounded”/>









<element name=“Congratulations” type=“vwoc:AnimationDescriptionType”







minOccurs=“0” maxOccurs=“unbounded”/>









<element name=“CommonActions” type=“vwoc:AnimationDescriptionType”







minOccurs=“0” maxOccurs=“unbounded”/>









<element name=“SpecificActions” type=“vwoc:AnimationDescriptionType”







minOccurs=“0” maxOccurs=“unbounded”/>









<element name=“FacialExpression” type=“vwoc:AnimationDescriptionType”







minOccurs=“0” maxOccurs=“unbounded”/>









<element name=“BodyExpression” type=“vwoc:AnimationDescriptionType”







minOccurs=“0” maxOccurs=“unbounded”/>









<element name=“AnimationResources”







type=“vwoc:AnimationResourcesDescriptionType” minOccurs=“0” maxOccurs=“unbounded”/>









</sequence>







</complexType>


<!-- #f############################################### -->








<!-- Animation Description Type
 -->







<!-- ################################################ -->


<complexType name=“AnimationDescriptionType”>









<sequence>









<element name=“Name” type=“mpeg7:termReferenceType” minOccurs=“0”/>



<element name=“Uri” type=“anyURI” minOccurs=“0”/>









</sequence>



<attribute name=“animationID” type=“ID” use=“optional”/>



<attribute name=“duration” type=“unsignedInt” use=“optional”/>



<attribute name=“loop” type=“unsignedInt” use=“optional”/>







</complexType>


<!-- ################################################ -->








<!-- Animation Resources Description Type
-->







<!-- ################################################ -->


<complexType name=“AnimationResourcesDescriptionType”>









<sequence>









<element name=“Description” type=“string” minOccurs=“0”/>



<element name=“Uri” type=“anyURI” minOccurs=“0”/>









</sequence>



<attribute name=“animationID” type=“ID” use=“optional”/>



<attribute name=“duration” type=“unsignedInt” use=“optional”/>



<attribute name=“loop” type=“unsignedInt” use=“optional”/>







</complexType>









Table 54-1 shows example binary representation syntax corresponding to the avatar appearance type 1510, according to the example embodiments.











TABLE 54-1






Number



AvatarAnimationType{
of bits
Mnemonic







NumIdle

vluimsbf5


NumGreeting

vluimsbf5


NumDance

vluimsbf5


NumWalk

vluimsbf5


NumMoves

vluimsbf5


NumFighting

vluimsbf5


NumHearing

vluimsbf5


NumSmoke

vluimsbf5


NumCongratulations

vluimsbf5


NumCommonActions

vluimsbf5


NumSpecificActions

vluimsbf5


NumFacialExpression

vluimsbf5


NumBodyExpression

vluimsbf5


NumAnimationResources

vluimsbf5


for(k=0; k< NumIdle; k++){


    Idle

AnimationDescriptionType


}


for(k=0; k< NumGreeting; k++){


    Greeting

AnimationDescriptionType


}


for(k=0; k< NumDance; k++){


    Dance

AnimationDescriptionType


}


for(k=0; k< NumWalk; k++){


    Walk

AnimationDescriptionType


}


for(k=0; k< NumMoves; k++){


    Moves

AnimationDescriptionType


}


for(k=0; k< NumFighting; k++){


    Fighting

AnimationDescriptionType


}


for(k=0; k< NumHearing; k++){


    Hearing

AnimationDescriptionType


}


for(k=0; k< NumSmoke; k++){


    Smoke

AnimationDescriptionType


}


for(k=0; k< NumCongratulations;


k++){


    Congratulations

AnimationDescriptionType


}


for(k=0; k< NumCommonActions;


k++){


    CommonActions

AnimationDescriptionType


}


for(k=0; k< NumSpecificActions; k++){


    SpecificActions

AnimationDescriptionType


}


for(k=0; k< NumFacialExpression;


k++){


    FacialExpression

AnimationDescriptionType


}


for(k=0; k< NumBodyExpression;


k++){


    BodyExpression

AnimationDescriptionType


}


for(k=0; k< NumAnimationResources;


k++){


    AnimationResources

AnimationResourcesDescriptionType


}


}


AnimationDescriptionType{


animationIDFlag
1
bslbf


durationFlag
1
bslbf


loopFlag
1
bslbf


DescriptionFlag
1
bslbf


UriFlag
1
bslbf


if(animationIDFlag){


    animationID
See ISO 10646
UTF-8


}


if(durationFlag){


    duration
8
uimsbf


}


if(loopFlag){


    loop
8
uimsbf


}


if(DescriptionFlag){


    Name
Number of bits are
bslbf



defined by the type of



animation


}


if(UriFlag){


    Uri
See ISO 10646
UTF-8


}


}


AnimationResourcesDescriptionType{


animationIDFlag
1
bslbf


durationFlag
1
bslbf


loopFlag
1
bslbf


DescriptionFlag
1
bslbf


UriFlag
1
bslbf


if(animationIDFlag){


    animationID
See ISO 10646
UTF-8


}


if(durationFlag){


    duration
8
uimsbf


}


if(loopFlag){


    loop
8
uimsbf


}


if(DescriptionFlag){


    Description
See ISO 10646
UTF-8


}


if(UriFlag){


    Uri
See ISO 10646
UTF-8


}


}









Table 54-2 shows example descriptor components semantics of the avatar animation type 1510, according to the example embodiments.










TABLE 54-2





Names custom character
Description custom character







AvatarAnimationType custom character
Defines the animation of avatar. custom character


NumIdle custom character
This field, which is only present in the binary representation,



signals the number of the Idle elements. custom character


NumGreeting custom character
This field, which is only present in the binary representation,



signals the number of the Greeing elements. custom character


NumDance custom character
This field, which is only present in the binary representation,



signals the number of the Dance elements. custom character


NumWalk custom character
This field, which is only present in the binary representation,



signals the number of the Walk elements. custom character


NumMoves custom character
This field, which is only present in the binary representation,



signals the number of the Moves elements. custom character


NumFighting custom character
This field, which is only present in the binary representation,



signals the number of the Fighting elements. custom character


NumHearing custom character
This field, which is only present in the binary representation,



signals the number of the Hearing elements. custom character


NumSmoke custom character
This field, which is only present in the binary representation,



signals the number of the Smoke elements. custom character


NumCongratulations custom character
This field, which is only present in the binary representation,



signals the number of the Congratulations elements. custom character


NumCommonActions custom character
This field, which is only present in the binary representation,



signals the number of the CommonActions elements. custom character


NumSpecificActions custom character
This field, which is only present in the binary representation,



signals the number of the SpecificActions elements. custom character


NumFacialExpression custom character
This field, which is only present in the binary representation,



signals the number of the FacialExpression elements. custom character


NumBodyExpression custom character
This field, which is only present in the binary representation,



signals the number of the BodyExpression elements. custom character


NumAnimationResources custom character
This field, which is only present in the binary representation,



signals the number of the AnimationResources elements. custom character


Idle custom character
Set of Idle animations. custom character











Binary representation (4 bits) custom character
description custom character
custom character



1 custom character
Default idle custom character
custom character



2 custom character
Rest pose custom character
custom character



3 custom character
Breathe custom character
custom character



4 custom character
Body noise custom character
custom character



0.5-15 custom character
Reserved custom character
custom character








Greeting custom character
Set of greeting animation custom character











Binary representation (4 bits) custom character
description custom character
custom character



1 custom character
Salute custom character
custom character



2 custom character
Cheer custom character
custom character



3 custom character
Greet custom character
custom character



4 custom character
Hello custom character
custom character



5 custom character
Bow custom character
custom character



6 custom character
Court bow custom character
custom character



7 custom character
Flourish custom character
custom character



0.8-15 custom character
Reserved custom character
custom character








Dance custom character
Set of dance animations. custom character











Binary representation (5 bits) custom character
description custom character
custom character



 1 custom character
Body pop dance custom character
custom character



 2 custom character
Break dance custom character
custom character



 3 custom character
Cabbage patch dance custom character
custom character



 4 custom character
Casual dance custom character
custom character



 5 custom character
Dance  custom character
custom character



 6 custom character
Rave dance custom character
custom character



 7 custom character
Robot dance custom character
custom character



 8 custom character
Rock dance custom character
custom character



 9 custom character
Rock and roll dance custom character
custom character



10 custom character
Running man dance custom character
custom character



11 custom character
Salsa dance custom character
custom character



0.12-31 custom character
Reserved custom character
custom character








Walk custom character
Set of walk animations. custom character











Binary representation (5 bits) custom character
description custom character
custom character



1 custom character
Slow walk custom character
custom character



2 custom character
Default walk custom character
custom character



3 custom character
Fast walk custom character
custom character



4 custom character
Slow run custom character
custom character



5 custom character
Default run custom character
custom character



6 custom character
Fast run custom character
custom character



7 custom character
Crouch custom character
custom character



8 custom character
Crouch walk custom character
custom character



0.9-31 custom character
Reserved custom character
custom character








Moves custom character
Set of animations for simply body moves. custom character











Binary representation (5 bits) custom character
description custom character
custom character



 1 custom character
Move down custom character
custom character



 2 custom character
Move left custom character
custom character



 3 custom character
Move right custom character
custom character



 4 custom character
Move up custom character
custom character



 5 custom character
Point me custom character
custom character



 6 custom character
Point you custom character
custom character



 7 custom character
Turn 180 custom character
custom character



 8 custom character
Turn back 180 custom character
custom character



 9  custom character
Turn left custom character
custom character



10 custom character
Turn right custom character
custom character



11 custom character
Turn 360 custom character
custom character



12 custom character
Turn back 360 custom character
custom character



13 custom character
Free direction custom character
custom character



0.14-31 custom character
Reserved custom character
custom character








Fighting custom character
Set of animations characteristic for fighting. custom character











Binary representation (5 bits) custom character
description custom character
custom character



 1 custom character
Aim custom character
custom character



 2 custom character
Aim left custom character
custom character



 3 custom character
Aim right custom character
custom character



 4 custom character
Aim bow custom character
custom character



 5 custom character
Aim left bow custom character
custom character



 6 custom character
Aim right bow custom character
custom character



 7 custom character
Aim left rifle custom character
custom character



 8 custom character
Aim right rifle custom character
custom character



 9 custom character
Aim bazooka custom character
custom character



10 custom character
Aim left bazooka custom character
custom character



11 custom character
Aim right bazooka custom character
custom character



12 custom character
Aim handgun custom character
custom character



13 custom character
Aim left handgun custom character
custom character



14 custom character
Aim right handgun custom character
custom character



15 custom character
Hold weapon custom character
custom character



16 custom character
Hold weapon left custom character
custom character



17 custom character
Hold weapon right custom character
custom character



18 custom character
Hold bow custom character
custom character



19 custom character
Hold bow left custom character
custom character



20 custom character
Hold bow right custom character
custom character



21 custom character
Hold rifle custom character
custom character



22 custom character
Hold rifle left custom character
custom character



23 custom character
Hold rifle right custom character
custom character



24 custom character
Hold bazooka custom character
custom character



25 custom character
Hold bazooka left custom character
custom character



26 custom character
Hold bazooka right custom character
custom character



27 custom character
Hold handgun custom character
custom character



28 custom character
Hold handgun left custom character
custom character



29 custom character
Hold handgun right custom character
custom character



30 custom character
Hold weapon throw custom character
custom character



31 custom character
Hold weapon throw left custom character
custom character



32 custom character
Hold weapon throw right custom character
custom character



33 custom character
shoot custom character
custom character



34 custom character
shoot left custom character
custom character



35 custom character
shoot right custom character
custom character



36 custom character
Shoot bow custom character
custom character



37 custom character
Shoot bow left custom character
custom character



38 custom character
Shoot bow right custom character
custom character



39 custom character
Shoot rifle custom character
custom character



40 custom character
Shoot rifle left custom character
custom character



41 custom character
Shoot rifle right custom character
custom character



42 custom character
Shoot bazooka custom character
custom character



43 custom character
Shoot bazooka left custom character
custom character



44 custom character
Shoot bazooka right custom character
custom character



45 custom character
Shoot handgun custom character
custom character



46 custom character
Shoot handgun left custom character
custom character



47 custom character
Shoot handgun right custom character
custom character



48 custom character
Strike custom character
custom character



49 custom character
Strike sword custom character
custom character



50 custom character
Strike sword left custom character
custom character



51 custom character
Strike sword right custom character
custom character



52 custom character
Punch custom character
custom character



53 custom character
Punch left custom character
custom character



54 custom character
Punch right custom character
custom character



55 custom character
Throw custom character
custom character



56 custom character
Throw weapon left custom character
custom character



57 custom character
Throw weapon right custom character
custom character



58-127 custom character
Reserved custom character
custom character








Hearing custom character
Set of animations for movements make during try to hear. custom character











Binary representation (5 bits) custom character
description custom character
custom character



 1 custom character
Start hearing custom character
custom character



 2 custom character
Stop hearing custom character
custom character



 3 custom character
Ears extend custom character
custom character



 4 custom character
Turn head left custom character
custom character



 5 custom character
Turn head right custom character
custom character



 6 custom character
Holds tip hand custom character
custom character



 7 custom character
Tilts head right custom character
custom character



 8 custom character
Tilts head left custom character
custom character



 9 custom character
Cocks head left custom character
custom character



10 custom character
Default hear custom character
custom character



0.11-31 custom character
Reserved custom character
custom character








Smoke custom character
Set of animations for movements make while smoking. custom character











Binary representation (5 bits) custom character
description custom character
custom character



1 custom character
Smoke idle custom character
custom character



2 custom character
Smoke inhale custom character
custom character



3 custom character
Smoke throw down custom character
custom character



0.4-15 custom character
Reserved custom character
custom character








Congratulations custom character
Set of animations for movements make while congratulating. custom character











Binary representation (5 bits) custom character
description custom character
custom character



1 custom character
Applaud custom character
custom character



2 custom character
Clap custom character
custom character



0.3-15 custom character
Reserved custom character
custom character








CommonActions custom character
Set of animations for simply body moves. custom character











Binary representation (5 bits) custom character
description custom character
custom character



 1 custom character
Appear custom character
custom character



 2 custom character
Away custom character
custom character



 3 custom character
Blow kiss custom character
custom character



 4 custom character
Brush custom character
custom character



 5 custom character
Busy custom character
custom character



 6 custom character
Crazy custom character
custom character



 7 custom character
Dead custom character
custom character



 8 custom character
Disappear custom character
custom character



 9 custom character
Drink custom character
custom character



10 custom character
Eat custom character
custom character



11 custom character
Explain custom character
custom character



12 custom character
Fall down custom character
custom character



13 custom character
Flip custom character
custom character



14 custom character
Fly custom character
custom character



15 custom character
Gag custom character
custom character



16 custom character
Get attention custom character
custom character



17 custom character
Impatient custom character
custom character



18 custom character
Jump custom character
custom character



19 custom character
Kick custom character
custom character



20 custom character
Land custom character
custom character



21 custom character
Prejump custom character
custom character



22 custom character
Puke custom character
custom character



23 custom character
Read custom character
custom character



24 custom character
Sit custom character
custom character



25 custom character
Sleep custom character
custom character



26 custom character
Stand custom character
custom character



27 custom character
Stand up custom character
custom character



28 custom character
Stretch custom character
custom character



29 custom character
Stride custom character
custom character



30 custom character
Suggest custom character
custom character



31 custom character
Surf custom character
custom character



32 custom character
Talk custom character
custom character



33 custom character
Think custom character
custom character



34 custom character
Type custom character
custom character



35 custom character
Whisper custom character
custom character



36 custom character
Whistle custom character
custom character



37 custom character
Write custom character
custom character



38 custom character
Yawn custom character
custom character



39 custom character
Yeah custom character
custom character



40 custom character
Yoga custom character
custom character



0.40-127 custom character
Reserved custom character
custom character








SpecificActions custom character
Set of animations characteristic for fighting custom character











Binary representation(5 bits) custom character
description custom character
custom character



 1 custom character
air guitar custom character
custom character



 2 custom character
angry_fingerwag custom character
custom character



 3 custom character
angry_tantrum custom character
custom character



 4 custom character
back flip custom character
custom character



 5 custom character
beck on custom character
custom character



 6 custom character
big yawn custom character
custom character



 7 custom character
boo custom character
custom character



 8 custom character
burp custom character
custom character



 9 custom character
candlestick custom character
custom character



10 custom character
come again custom character
custom character



11 custom character
decline custom character
custom character



12 custom character
Dismissive custom character
custom character



13 custom character
don't recognize custom character
custom character



14 custom character
fart Arm custom character
custom character



15 custom character
fist pump custom character
custom character



16 custom character
fly slow custom character
custom character



17 custom character
guns custom character
custom character



18 custom character
ha custom character
custom character



19 custom character
hide custom character
custom character



20 custom character
hmmm custom character
custom character



21 custom character
hover custom character
custom character



22 custom character
hover down custom character
custom character



23 custom character
hover up custom character
custom character



24 custom character
Huh custom character
custom character



25 custom character
jump for joy custom character
custom character



26 custom character
kick roundhouse custom character
custom character



27 custom character
kiss my butt custom character
custom character



28 custom character
laught short custom character
custom character



29 custom character
lol custom character
custom character



30 custom character
loser custom character
custom character



31 custom character
motorcycle sit custom character
custom character



32 custom character
muscle beach custom character
custom character



33 custom character
no way custom character
custom character



34 custom character
no head custom character
custom character



35 custom character
no unhappy custom character
custom character



36 custom character
nod custom character
custom character



37 custom character
Nope custom character
custom character



38 custom character
nyanya custom character
custom character



39 custom character
okay custom character
custom character



40 custom character
oooh custom character
custom character



41 custom character
peace custom character
custom character



42 custom character
point custom character
custom character



43 custom character
pose custom character
custom character



44 custom character
punch one two custom character
custom character



45 custom character
rps countdown custom character
custom character



46 custom character
rps paper custom character
custom character



47 custom character
rps rock custom character
custom character



48 custom character
rps scissors custom character
custom character



49 custom character
score custom character
custom character



50 custom character
shake fists custom character
custom character



51 custom character
show custom character
custom character



52 custom character
sit generic custom character
custom character



53 custom character
sit ground custom character
custom character



54 custom character
sit ground constrained custom character
custom character



55 custom character
sit to stand custom character
custom character



56 custom character
slow fly custom character
custom character



57 custom character
snapshot custom character
custom character



58 custom character
soft land custom character
custom character



59 custom character
spin custom character
custom character



60 custom character
tantrum custom character
custom character



61 custom character
thumbs_down custom character
custom character



62 custom character
thumbs_up custom character
custom character



63 custom character
tongue custom character
custom character



64 custom character
tryon_shirt custom character
custom character



65 custom character
uncertain custom character
custom character



66 custom character
wassamatta custom character
custom character



67 custom character
what custom character
custom character



68 custom character
yay custom character
custom character



69 custom character
yes happy custom character
custom character



70 custom character
yes head custom character
custom character



0.70-255 custom character
Reserved custom character
custom character








FacialExpression custom character
Set of facial animations expressing emotions custom character











Binary representation(5 bits) custom character
description custom character
custom character



 1 custom character
air guitar custom character
custom character



 2 custom character
angry_fingerwag custom character
custom character



 3 custom character
angry_tantrum custom character
custom character



 4  custom character
back flip custom character
custom character



 5 custom character
beck on custom character
custom character



 6 custom character
big yawn custom character
custom character



 7 custom character
boo custom character
custom character



 8 custom character
burp custom character
custom character



 9 custom character
candlestick custom character
custom character



 10 custom character
come again custom character
custom character



 11 custom character
decline custom character
custom character



 12 custom character
Dismissive custom character
custom character



 13 custom character
don't recognize custom character
custom character



 14 custom character
fart Arm custom character
custom character



 15 custom character
fist pump custom character
custom character



 16 custom character
fly slow custom character
custom character



 17 custom character
guns custom character
custom character



 18 custom character
ha custom character
custom character



 19 custom character
hide custom character
custom character



 20 custom character
hmmm custom character
custom character



 21 custom character
hover custom character
custom character



 22 custom character
hover down custom character
custom character



 23 custom character
hover up custom character
custom character



 24 custom character
Huh custom character
custom character



 25 custom character
jump for joy custom character
custom character



 26 custom character
kick roundhouse custom character
custom character



 27 custom character
kiss my butt custom character
custom character



 28 custom character
laught short custom character
custom character



 29 custom character
lol custom character
custom character



 30 custom character
loser custom character
custom character



 31 custom character
motorcycle sit custom character
custom character



 32 custom character
muscle beach custom character
custom character



 33 custom character
no way custom character
custom character



 34 custom character
no head custom character
custom character



 35 custom character
no unhappy custom character
custom character



 36 custom character
nod custom character
custom character



 37 custom character
Nope custom character
custom character



 38 custom character
nyanya custom character
custom character



 39 custom character
okay custom character
custom character



 40 custom character
oooh custom character
custom character



 41 custom character
peace custom character
custom character



 42 custom character
point custom character
custom character



 43 custom character
pose custom character
custom character



 44 custom character
punch one two custom character
custom character



 45 custom character
rps countdown custom character
custom character



 46 custom character
rps paper custom character
custom character



 47 custom character
rps rock custom character
custom character



 48 custom character
rps scissors custom character
custom character



 49 custom character
score custom character
custom character



 50 custom character
shake fists custom character
custom character



 51 custom character
show custom character
custom character



 52 custom character
sit generic custom character
custom character



 53 custom character
sit ground custom character
custom character



 54 custom character
sit ground constrained custom character
custom character



 55 custom character
sit to stand custom character
custom character



 56 custom character
slow fly custom character
custom character



 57 custom character
snapshot custom character
custom character



 58 custom character
soft land custom character
custom character



 59 custom character
spin custom character
custom character



 60 custom character
tantrum custom character
custom character



 61 custom character
thumbs_down custom character
custom character



 62 custom character
thumbs_up custom character
custom character



 63 custom character
tongue custom character
custom character



 64  custom character
tryon_shirt custom character
custom character



 65 custom character
uncertain custom character
custom character



 66 custom character
wassamatta custom character
custom character



 67 custom character
what custom character
custom character



 68 custom character
yay custom character
custom character



 69 custom character
yes happy custom character
custom character



 70 custom character
yes head custom character
custom character



 71 custom character
contempt face custom character
custom character



 72 custom character
content face custom character
custom character



 73 custom character
courage face custom character
custom character



 74 custom character
cry face custom character
custom character



 75 custom character
dazed face custom character
custom character



 76 custom character
Default-emotion custom character
custom character



 77 custom character
delight face custom character
custom character



 78 custom character
despair face custom character
custom character



 79 custom character
disagree face custom character
custom character



 80 custom character
disappointed face custom character
custom character



 81 custom character
disdain face custom character
custom character



 82 custom character
disgusted face custom character
custom character



 83 custom character
doubt face custom character
custom character



 84 custom character
elation face custom character
custom character



 85 custom character
embarrassed face custom character
custom character



 86 custom character
empathy face custom character
custom character



 87 custom character
envy face custom character
custom character



 88 custom character
excitement face custom character
custom character



 89 custom character
fear face custom character
custom character



 90 custom character
friendliness face custom character
custom character



 91 custom character
frown face custom character
custom character



 92 custom character
frustrated face custom character
custom character



 93 custom character
grin face custom character
custom character



 94  custom character
guilt face custom character
custom character



 95 custom character
happy face custom character
custom character



 96 custom character
helplessness face custom character
custom character



 97 custom character
hoping face custom character
custom character



 98 custom character
hurt face custom character
custom character



 99 custom character
interested face custom character
custom character



100 custom character
irritiated face custom character
custom character



101 custom character
joy face custom character
custom character



102 custom character
kiss custom character
custom character



103 custom character
laughing face custom character
custom character



104 custom character
Look down custom character
custom character



105 custom character
Look down blink custom character
custom character



106 custom character
Look Down Left custom character
custom character



107 custom character
Look down Left Blink custom character
custom character



108 custom character
Look Down Left Return custom character
custom character



109 custom character
Look Down Return custom character
custom character



110 custom character
Look Down Right custom character
custom character



111 custom character
Look down Right Blink custom character
custom character



112 custom character
Look Down Right Return custom character
custom character



113 custom character
Look Left custom character
custom character



114 custom character
Look Left Blink custom character
custom character



115 custom character
Look Left Return custom character
custom character



116 custom character
Look Right custom character
custom character



117 custom character
Look Right Blink custom character
custom character



118 custom character
Look Right Return custom character
custom character



119 custom character
Look Up custom character
custom character



120 custom character
Look Up Blink custom character
custom character



121 custom character
Look Up Left custom character
custom character



122 custom character
Look Up Left Blink custom character
custom character



123 custom character
Look Up Left Return custom character
custom character



124 custom character
Look Up Return custom character
custom character



125 custom character
Look Up Right custom character
custom character



126 custom character
Look Up Right Blink custom character
custom character



127 custom character
Look Up Right Return custom character
custom character



128 custom character
love face custom character
custom character



129 custom character
mad face custom character
custom character



130 custom character
neutral face custom character
custom character



131 custom character
Open Mouth custom character
custom character



132 custom character
pleasure face custom character
custom character



133 custom character
politeness face custom character
custom character



134 custom character
powerlessness face custom character
custom character



135 custom character
pride face custom character
custom character



136 custom character
puckering custom character
custom character



137 custom character
relaxed face custom character
custom character



138 custom character
relieved face custom character
custom character



139 custom character
repulsed face custom character
custom character



140 custom character
sad face custom character
custom character



141 custom character
satisfied face custom character
custom character



142 custom character
screaming custom character
custom character



143 custom character
serene face custom character
custom character



144 custom character
shame face custom character
custom character



145 custom character
shocked face custom character
custom character



146 custom character
shrug face custom character
custom character



147 custom character
sigh face custom character
custom character



148 custom character
smiling face custom character
custom character



149 custom character
stressed face custom character
custom character



150 custom character
surprised face custom character
custom character



151 custom character
tension face custom character
custom character



152 custom character
Tongue Out custom character
custom character



153 custom character
Tooth Smile custom character
custom character



154 custom character
tired custom character
custom character



155 custom character
Trust custom character
custom character



156 custom character
Wink custom character
custom character



157 custom character
worried face custom character
custom character



158 custom character
Gesture right custom character
custom character



159 custom character
Gesture left custom character
custom character



160 custom character
Gesture up custom character
custom character



161 custom character
Gesture down custom character
custom character








BodyExpression custom character
Set of body animations expressing emotions custom character











Binary representation (5 bits) custom character
description custom character
custom character



 1 custom character
affected pose custom character
custom character



 2 custom character
afraid pose custom character
custom character



 3 custom character
agree pose custom character
custom character



 4 custom character
amuse pose custom character
custom character



 5 custom character
angry pose custom character
custom character



 6 custom character
annoyance pose custom character
custom character



 7 custom character
anxiety pose custom character
custom character



 8 custom character
bored pose custom character
custom character



 9 custom character
calm pose custom character
custom character



10 custom character
concentrate pose custom character
custom character



11 custom character
confused pose custom character
custom character



12 custom character
contempt pose custom character
custom character



13 custom character
content pose custom character
custom character



14 custom character
courage pose custom character
custom character



15 custom character
cry pose custom character
custom character



16 custom character
dazed pose custom character
custom character



17 custom character
delight pose custom character
custom character



18 custom character
despair pose custom character
custom character



19 custom character
disagree pose custom character
custom character



20 custom character
disappointed pose custom character
custom character



21 custom character
disdain pose custom character
custom character



22 custom character
disgusted pose custom character
custom character



23 custom character
doubt pose custom character
custom character



24 custom character
elation pose custom character
custom character



25 custom character
embarrassed pose custom character
custom character



26 custom character
empathy pose custom character
custom character



27 custom character
envy pose custom character
custom character



28 custom character
excitement pose custom character
custom character



29 custom character
fear pose custom character
custom character



30 custom character
friendliness pose custom character
custom character



31 custom character
frown pose custom character
custom character



32 custom character
frustrated pose custom character
custom character



33 custom character
grin pose custom character
custom character



34 custom character
guilt pose custom character
custom character



35 custom character
happy pose custom character
custom character



36 custom character
helplessness pose custom character
custom character



37 custom character
hoping pose custom character
custom character



38 custom character
hurt pose custom character
custom character



39 custom character
interested pose custom character
custom character



40 custom character
irritated pose custom character
custom character



41 custom character
joy pose custom character
custom character



42 custom character
laughing pose custom character
custom character



43 custom character
love pose custom character
custom character



44 custom character
mad pose custom character
custom character



45 custom character
neutral pose custom character
custom character



46 custom character
pleasure pose custom character
custom character



47 custom character
politeness pose custom character
custom character



48 custom character
powerlessness pose custom character
custom character



49 custom character
pride pose custom character
custom character



50 custom character
puckering custom character
custom character



51 custom character
relaxed pose custom character
custom character



52 custom character
relieved pose custom character
custom character



53 custom character
repulsed pose custom character
custom character



54 custom character
sad pose custom character
custom character



55 custom character
satisfied pose custom character
custom character



56 custom character
screaming custom character
custom character



57 custom character
serene pose custom character
custom character



58 custom character
shame pose custom character
custom character



59 custom character
shocked pose custom character
custom character



60 custom character
shrug pose custom character
custom character



61 custom character
sigh pose custom character
custom character



62 custom character
smiling pose custom character
custom character



63 custom character
stressed pose custom character
custom character



64 custom character
surprised pose custom character
custom character



65 custom character
tension pose custom character
custom character



66 custom character
tired pose custom character
custom character



67 custom character
worried pose custom character
custom character








AnimationResources custom character
Element that contains, if exist, one or more link(s) to



animation(s)file(s). custom character










FIG. 21 illustrates a data structure of an avatar personality type 1610, according to example embodiments.


Referring to FIG. 21, the avatar personality type 1610 may include attributes 1620 including name and a plurality of elements 1631 to 1635, however, the present disclosure is not limited thereto.


The elements of the avatar personality type 1610 may include openness 1631, agreeableness 1632, neuroticism 1633, extraversion 1634, and conscientiousness 1635, however, the present disclosure is not limited thereto.


Depending on embodiments, the avatar personality type 1610 may be expressed using the XML, for example, as shown below in Source 55. However, a program source shown in Source 55 is not limiting and is only an example embodiment.












Source 55















<!-- ################################################ -->








<!-- Avatar Personality Type
-->







<!-- ################################################ -->


<complexType name=“AvatarPersonalityType”>









<sequence>









<element name=“Openness”







type=“mpeg7:minusOneToOneType” minOccurs=“0”/>









<element name=“Neuroticism”







type=“mpeg7:minusOneToOneType” minOccurs=“0”/>









<element name=“Extraversion”







type=“mpeg7:minusOneToOneType” minOccurs=“0”/>









<element name=“Conscientiousness”







type=“mpeg7:minusOneToOneType” minOccurs=“0”/>









</sequence>



<attribute name=“name” type=“string”/>







</complexType>









Table 55-1 shows example binary representation syntax corresponding to the avatar personality type 1610, according to the example embodiments.











TABLE 55-1






Number



AvatarPersonaltyType{ custom character
of' bits
Mnemonic







OpennessFlag custom character
 1 custom character
bslbf custom character


AgreeablenessFlag custom character
 1 custom character
bslbf custom character


NeuroticismFlags custom character
 1 custom character
bslbf custom character


ExtraversionFlag custom character
 1 custom character
bslbf custom character


ConscientiousnessFlag custom character
 1 custom character
bslbf custom character


if(OpennessFlag){ custom character

custom character


custom character



Openness custom character
32 custom character
minusOneToOneType custom character


} custom character

custom character


custom character



if(AgreeablenessFlag){ custom character

custom character


custom character



Agreeableness custom character
32 custom character
minusOneToOneType  custom character


} custom character

custom character


custom character



if(NeuroticismFlag){ custom character

custom character


custom character



Neuroticism custom character
32 custom character
minusOneToOneType custom character


} custom character

custom character


custom character



if(ExtraversionFlag){ custom character

custom character




Extraversion custom character
32 custom character
minusOneToOneType custom character


} custom character

custom character


custom character



if(ConscientiousnessFlag){ custom character

custom character


custom character



Conscientiousness custom character
32 custom character
minusOneToOneType custom character


Names custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character










Table 55-2 shows descriptor components semantics of the avatar personality type 1610, according to the example embodiments.










TABLE 55-2





Names
Description







AvatarPersonalityType custom character
Defines the avatar personality. custom character


OpennessFlag custom character
This field, which is only present in die binary representation,



signals the presence of the Openness element. “1” means that the



element shall be used. “0” means that the element shall not be



used. custom character


AgreeablenessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Agreeableness element. “1” means



that the element shall be used. “0” means that the element shall



not be used. custom character


NeurcoticismFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Neuroticism element. “1” means that



the element shall, be used. “0” means that the element shall not



be used. custom character


ExtraversionFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Extraversion element. “1” means that



the element shall be used. “0” means that the element shall not



be used. custom character


ConscientiousnessFlag custom character
This field, which is only present in the binary representation,



signals the presence of the Conscientiousness element. “1”



means that the element shall be used. “0” means that the element



shall not be used. custom character


Openness custom character
A value between −1 and 1 specifying the openness level of the



personality custom character


Agreeableness custom character
A value between −1 and 1 specifying the agreeableness level of



the personality custom character


Neuroticism custom character
A value between −1 and 1 specifying the neuroticism level of the



personality custom character


Extraversioncustom character
A value between −1 and 1 specifying the extraversion level of the



personality custom character


Conscientiousness custom character
A value between −1 and 1 specifying the conscientiousness level



of the personality custom character


Name custom character
string that specifies the name of personality. custom character










FIG. 22 illustrates a data structure of an avatar communication skills type 1710, according to example embodiments.


Referring to FIG. 22, the avatar communication skills type 1701 may include attributes 1702 including name and default language and a plurality of elements 1703 to 1706, however, the present disclosure is not limited thereto.


The elements of the avatar communication skills type 1701 may include input verbal communication 1703, input nonverbal communication 1704, output verbal communication 1705, and output nonverbal communication 1706, however, the present disclosure is not limited thereto.


Depending on embodiments, the avatar communication skills type 1701 may be expressed using the XML, for example, as shown below in Source 56. However, a program source shown in Source 56 is not limiting and is only an example embodiment.












Source 56

















<xsd:complexType name=“AvatarCommunicationSkillsType”>







<xsd:complexType name=“AvatarCommunicationSkillsType”>









<xsd:sequence>



 <xsd:element name=“InputVerbalCommunication” type=“VerbalCommunicationType”







minOccurs=“0”/>









 <xsd:element name=“InputNonVerbalCommmunication”







type=“NonVerbalCommunicationType” minOccurs=“0”/>









 <xsd:element name=“OutputVerbalCommunication” type=“VerbalCommunicationType”







minOccurs=“0”/>









 <xsd:element name=“OutputNonVerbalCommaunication”







type=“NonVerbalCommunicationType” minOccurs=“0”/>









</xsd:sequence>



<xsd:attribute name=“Name” type=“xsd:string”/>



<xsd:attribute name=“DefaultLanguage” use=“required” type=“xsd:string”/>







 </xsd:complexType>









<xsd:sequence>









<xsd:element name=“InputVerbalCommunication”







type=“VerbalCommunicationType” minOccurs=“0”/>









<xsd:element name=“InputNonVerbalCommunication”







type=“NonVerbalCommunicationType” minOccurs=“0”/>









<xsd:element name=“OutputVerbalCommunication”







type=“VerbalCommunicationType” minOccurs=“0”/>









<xsd:element name=“OutputNonVerbalCommaunication”







type=“NonVerbalCommunicationType” minOccurs=“0”/>









</xsd:sequence>



<xsd:attribute name=“Name” type=“xsd:string”/>



<xsd:attribute name=“DefaultLanguage” type=“xsd:string” use=“required”/>









</xsd:complexType>










Table 56-1 shows example binary representation syntax corresponding to the avatar communication skills type 1701, according to the example embodiments.











TABLE 56-1






Number



AvatarCommunicationSkillsType{ custom character
of bits
Mnemonic







InputVerbalCommunicationFlag custom character
1 custom character
bslbf custom character


InputNonVerbalCommunicationFlag custom character
1 custom character
bslbf custom character


OutputVerbalCommunicationFlag custom character
1 custom character
bslbf custom character


OutputNotVerbalCommaunicationFlag custom character
1 custom character
bslbf custom character


NameFlag custom character
1 custom character
bslbf custom character


if(InputVerbalCommunicationFlag){ custom character

custom character


custom character



InputVerbalCommunication custom character

custom character

InputVerbalCommunicationType custom character


} custom character

custom character


custom character



if(InputNonVerbalCommunicationFlag){ custom character

custom character


custom character



InputNonVerbalCommunication custom character

custom character

InputNonVerbalCommunicationType custom character


} custom character

custom character


custom character



if(OutputVerbalCommunicationFlag){ custom character

custom character


custom character



OutputVerbalCommunication custom character

custom character

OutputVerbalCommunicationType custom character


} custom character

custom character


custom character



if(OutputNonVerbalCommaunicationFlag){ custom character

custom character


custom character



OutputNonVerbalCommaunication custom character

custom character

OutputNonVerbalCommaunicationType custom character


} custom character

custom character


custom character



if(NameFlag ){ custom character

custom character


custom character



NameLength custom character

custom character

vluimsbf5 custom character


Name custom character
8″
bslbf custom character



NameLength custom character



} custom character

custom character


custom character



DefaultLanguageLength custom character

custom character

vluimsbf5 custom character


DefaultLanguage custom character
8″
bslbf custom character



DefaultLanguageLength custom character



} custom character

custom character


custom character










Table 56-2 shows example descriptor components semantics of the avatar communication skills type 1701, according to the example embodiments.










TABLE 56-2





Names custom character
Description custom character







AvatarCommunicationSkillsType custom character
Defines the avatar communication skills. custom character


InputVerbalCommunicationFlag custom character
This field, which is only present in the binary



representation signals the presence of the



InputVerbalCommunication element. “1” means that the



element shall be used. “0” means that the element shall not



be used. custom character


InputNonVerbalCommunicationFlag custom character
This field, which is only present in the binary



representation, signals the presence of the



InputNonVerbalCommunication element. “1” means that the



element shall be used. “0” means that the element shall not



be used. custom character


OutputVerbalCommunicationFlag custom character
This field, which is only present in the binary



representation sigials the presence of the



OutputVerbalCommunication element. “1” means that the



element shall be used. “0” means that the element shall not



be used. custom character


OutputNonVerbalCommaunicationFlag custom character
This field, which is only present in the binary



representation signals the presence of the



OutputNonVerbalCommaunication element. “1” means that



the element shall be used. “0” means that the element shall



not be used. custom character


NameFlag custom character
This field, which is only present in the binary



representation signals the presence of the Name



element. “1” means that the element shall be used. “0”



means that the element shall not be used. custom character


InputVerbalCommunication custom character
Defines the input verbal (voice and text) communication



skills of the avatar custom character


InputNonVerbalCommunication custom character
Defines the input non-verbal (body gesture) communication



skills of the avatar custom character


OutputVerbalCommunication custom character
Defines the output verbal (voice and text) communication



skills of the avatar custom character


OutputNonVerbalCommaunication custom character
Defines the output non-verbal (body gesture)



communication skills of the avatar custom character


NameLength custom character
This field, which is only present in the binary



representation, specifies the length of the following Name



element. custom character


Name custom character
A user defined chain of characters used for addressing the



CommunicationType element. custom character


DefaultLanguageLength custom character
This field, which is only present in the binary



representation, specifies the length of the following



DefaultLanguage element. custom character


DefaultLanguage custom character
The native language of the avatar (e.g. English, French). custom character










FIG. 23 illustrates a data structure of a verbal communication type 1710, according to example embodiments.


Referring to FIG. 23, the verbal communication type 1710 may include attributes 1711 including voice 1712, text 1713, and language 1714, and elements of language 1715.


Depending on embodiments, the verbal communication type 1710 may be expressed using the XML, for example, as shown below in Source 57. However, a program source shown in Source 57 is not limiting and is only an example embodiment.












Source 57

















<xsd:complexType name=“VerbalCommunicationType”>



<xsd:sequence>









s<xsd:element name=“Language” type=“LanguageType”



minOccurs=“0”/>









</xsd:sequence>









<xsd:attribute name=“Voice”



type=“CommunicationPreferenceLevelType”/>



<xsd:attribute name=“Text”



type=“CommunicationPreferenceLevelType”/>



<xsd:attribute name=“PreferredLanguage” type=“xsd:string”/>









</xsd:complexType>










Table 57-1 shows example binary representation syntax corresponding to the verbal communication type 1710, according to the example embodiments.











TABLE 57-1






Number



VerbalCommunicationType{ custom character
of bits
Mnemonic







VoiceFlag custom character
1 custom character
bslbf custom character


TextFlag custom character
1 custom character
bslbf custom character


PreferredLanguageFlag custom character
1 custom character
bslbf custom character


LanguageFlag custom character
1 custom character
bslbf custom character


if(VoiceFlag){ custom character

custom character


custom character



Voice custom character

custom character

CommunicationPreferenceLevelType custom character


} custom character

custom character


custom character



if(TextFlag){ custom character

custom character


custom character



Text custom character

custom character

CommunicationPreferenceLevelType custom character


} custom character

custom character


custom character



if(PreferredLanguageFlag){ custom character

custom character


custom character



PreferredLanguageLength custom character

custom character

vluimsbf5 custom character


PreferredLanguage custom character
8*
bslbf custom character



PreferredLanguageLength custom character



} custom character

custom character


custom character



if(LanguageFlag){ custom character

custom character


custom character



Language custom character

custom character

LanguageType custom character


} custom character

custom character


custom character



} custom character

custom character


custom character










Table 57-2 shows example descriptor components semantics of the verbal communication type 1710, according to the example embodiments.










TABLE 57-2





Names custom character
Description custom character







VerbalCommunicationType custom character
Defines the avatar personality. custom character


VoiceFlag custom character
This field, which is only present in the binary



representation, sigials the presence of the Voice



element. “1” means that the element shall be used. “0”



means that the element shall not be used. custom character


TextFlag custom character
This field, which is only present in the binary



representation, sigials the presence of the Text element. “1”



means that the element shall be used. “0” means that the



element shall not be used. custom character


PreferredLanguageFlag custom character
This field, which is only present in the binary



representation, signals the presence of the



PreferredLanguage element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LanguageFlag custom character
This field, which is only present in the binary



representation, signals the presence of the Language



element. “1” means that the element shall be used. “0”



means that the element shall not be used. custom character


Voice custom character
Defines if the avatar is able or prefers to speak when used



for OutputVerbalCommunication and understand when used



for InputVerbalCommunication. custom character


Text custom character
Defines if the avatar is able or prefers to write when used



for OutputVerbalCommunication and read when used for



InputVerbalCommunication. custom character


PreferredLanguageLength custom character
This field, which is only present in the binary



representation, specifies the length of the following



PreferredLanguage element. custom character


PreferredLanguage custom character
Defines the preferred language for verbal communication custom character


Language custom character
Defines the preferred language for verbal communication custom character










FIG. 24 illustrates a data structure of an avatar control features type 1801, according to example embodiments.


Referring to FIG. 24, the avatar control features type 1801 may include attributes 1802 including name and elements including control body features 1803 and control face features 1804, however, the present disclosure is not limited thereto.


Depending on embodiments, the avatar control features type 1801 may be expressed using the XML, for example, as shown below in Source 58. However, a program source shown in Source 58 is not limiting and is only an example embodiment.












Source 58















<!-- ################################################ -->








<!-- Avatar Control Features Type
-->







<!-- ################################################ -->


<complexType name=“AvatarControlFeaturesType”>









<sequence>









<element name=“ControlBodyFeatures”







type=“vwoc:ControlBodyFeaturesType” minOccurs=“0”/>









<element name=“ControlFaceFeatures”







type=“vwoc:ControlFaceFeaturesType” minOccurs=“0”/>









</sequence>



<attribute name=“name” type=“string”/>







</complexType>









Table 58-1 shows example binary representation syntax corresponding to the avatar control features type 1801, according to the example embodiments.











TABLE 58-1






Number



AvatarControlFeaturesType { custom character
of bits
Mnemonic:







ControlBodyFeaturesFlag custom character
1 custom character
bslbf custom character


ControlFaceFeaturesFlag custom character
1 custom character
bslbf custom character


if(ControlBodyFeaturesFlag){ custom character

custom character


custom character



ControlBodyFeatures custom character

custom character

ControlBodyFeaturesType custom character


} custom character

custom character


custom character



if(ControlFaceFeaturesFlag){ custom character

custom character


custom character



ControlFaceFeatures custom character

custom character

ControlFaceFeaturesType custom character


} custom character

custom character


custom character



Name custom character
See ISO
UTF-8 custom character



10646 custom character



} custom character

custom character


custom character










Table 58-2 shows example descriptor components semantics of the avatar control features type 1801, according to the example embodiments.










TABLE 58-2





Names
Description







AvatarControlFeaturesType custom character
Contains a set of descriptors defining possible place-holders for



sensors on body skeleton and face feature points. custom character


ControlBodyFeaturesFlag custom character
This field, which is only present in the binary representation, signals



the presence of the ControlBodyFeatures element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


ControlFaceFeaturesFlag custom character
This field, which is only present in the binary representation, signals



the presence of the ControlFaceFeatures element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


ControlBodyFeatures custom character
Set of elements that control moves of the body (bones) custom character


ControlFaceFeatures custom character
Set of elements that control moves of the face custom character


Name custom character
String that specifies the name of control features custom character










FIG. 25 illustrates a data structure of a control face features type 1810, according to example embodiments.


Referring to FIG. 25, the control face features type 1810 may include attributes 1811 including name and a plurality of elements 1812 to 1822, however, the present disclosure is not limited thereto.


The elements of the control face features type 1810 may include head outline 1812, left eye outline 1813, right eye outline 1814, mouth lip outline 1815, nose outline 1816, left eye brow outline 1817, right eye brow outline 1818, left ear outline 1819, right ear outline 1820, face points 1821, and miscellaneous points 1822; however, the present disclosure is not limited thereto.


Depending on embodiments, the control face features type 1810 may be expressed using the XML, for example, as shown below in Source 59. However, a program source shown in Source 59 is not limiting and is only an example embodiment.












Source 59















<!-- ################################################ -->


<!-- Control Face Features Type          -->


<!-- ################################################ -->


<complexType name=“ControlFaceFeaturesType”>


  <sequence>


    <element name=“HeadOutline” type=“vwoc:OutlineType”


    minOccurs=“0”/>


    <element name=“LeftEyeOutline” type=“vwoc:OutlineType”


    minOccurs=“0”/>


    <element name=“RightEyeOutline” type=“vwoc:OutlineType”


    minOccurs=“0”/>


    <element name=“MouthLipOutline” type=“vwoc:OutlineType”


    minOccurs=“0”/>


    <element name=“NoseOutline” type=“vwoc:OutlineType”


    minOccurs=“0”/>


    <element name=“LeftEyeBrowOutline”


type=“vwoc:Outline4PointsType” minOccurs=“0”/>


    <element name=“RightEyeBrowOutline”


type=“vwoc:Outline4PointsType” minOccurs=“0”/>


    <element name=“LeftEarOutline”


type=“vwoc:Outline4PointsType” minOccurs=“0”/>


    <element name=“RightEarOutline”


type=“vwoc:Outline4PointsType” minOccurs=“0”/>


    <element name=“FacePoints” type=“vwoc:OutlineType”


    minOccurs=“0”/>


    <element name=“MiscellaneousPoints” type=“vwoc:PointType”


minOccurs=“0” maxOccurs=“unbounded”/>


  </sequence>


  <attribute name=“name” type=“string”/>


</complexType>









Table 59-1 shows example binary representation syntax corresponding to the control face features type 1810, according to the example embodiments.











TABLE 59-1






Number of



ControlFaceFeaturesType { custom character
bits
Mnemonic







HeadOutlineFlag custom character
1 custom character
bslbf custom character


LeftEyeOutlineFlag custom character
1 custom character
bslbf custom character


RightEyeOutlineFlag custom character
1 custom character
bslbf custom character


MouthLipOutlineFlag custom character
1 custom character
bslbf custom character


NoseOutlineFlag custom character
1 custom character
bslbf custom character


LeftEyeBrowOutlineFlag custom character
1 custom character
bslbf custom character


RightEyeBrowOutlineFlag custom character
1 custom character
bslbf custom character


LeftEarOutlineFlag custom character
1 custom character
bslbf custom character


RightEarOutlineFlag custom character
1 custom character
bslbf custom character


FacePointsFlag custom character
1 custom character
bslbf custom character


MiscellaneousPointsFlag custom character
1 custom character
bslbf custom character


NameFlag custom character
1 custom character
bslbf custom character


if(HeadOutlineFlag){ custom character

custom character


custom character



HeadOutline custom character

custom character

OutlineType custom character


} custom character

custom character


custom character



if(LeftEyeOutlineFlag){ custom character

custom character


custom character



LeftEyeOutline custom character

custom character

OutlineType custom character


} custom character

custom character


custom character



if(RightEyeOutlineFlag){ custom character

custom character


custom character



RightEyeOutline custom character

custom character

OutlineType custom character


} custom character

custom character


custom character



if(MouthLipOutlineFlag){ custom character

custom character


custom character



MouthLipOutline custom character

custom character

OutlineType custom character


} custom character

custom character


custom character



if(NoseOutlineFlag){ custom character

custom character


custom character



NoseOutline custom character

custom character

OutlineType custom character


} custom character

custom character


custom character



if(LeftEyeBrowOutlineFlag){ custom character

custom character


custom character



LeftEyeBrowOutline custom character

custom character

Outline4PointsType custom character


} custom character

custom character


custom character



if(RightEyeBrowOutlineFlag){ custom character

custom character


custom character



RightEyeBrowOutline custom character

custom character

Outline4PointsType custom character


} custom character

custom character


custom character



if(LeftEarOutlineFlag){ custom character

custom character


custom character



LeftEarOutline) custom character

custom character

Outline4PointsType custom character


} custom character

custom character


custom character



if(RightEarOutlineFlag){ custom character

custom character


custom character



RightEarOutline custom character

custom character

Outline4PointsType custom character


} custom character

custom character


custom character



if(FacePointsFlag){ custom character

custom character


custom character



FacePoints custom character

custom character

OutlineType custom character


} custom character

custom character


custom character



if(MiscellaneousPointsFlag){ custom character

custom character


custom character



LoopMiscellaneousPoints custom character

custom character

vluimsbf5 custom character


for(k = 0; k < LoopMiscellaneousPoints; k++){ custom character

custom character


custom character



MiscellaneousPoints[k] custom character

custom character

PointType custom character


} custom character

custom character


custom character



} custom character

custom character


custom character



if(NameFlag){ custom character

custom character


custom character



Name  custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



} custom character

custom character


custom character










Table 59-2 shows example descriptor components semantics of the control face features type 1810, according to the example embodiments.










TABLE 59-2





Names custom character
Description custom character







ControlFaceFeaturesType custom character
Defines the control points of face animation. custom character


HeadOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the HeadOutline element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LeftEyeOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LeftEyeOutline element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RightEyeOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RightEyeOutline element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


MouthLipOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the MouthLipOutline element. “1” means that the



element shall be used, “0” means that the element shall not be used. custom character


NoseOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the NoseOutline element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LeftEyeBrowOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LeftEyeBrowOutline element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RightEyeBrowOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RightEyeBrowOutline element, “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LeftEarOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LeftEarOutline element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RightEarOutlineFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RightEarOutline element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


FacePointsFlag custom character
This field, which is only present in the binary representation, signals



the presence of the FacePoints element, “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


MiscellaneousPointsFlag custom character
This field, which is only present in the binary representation, signals



the presence of the MiscellaneousPoints element, “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


NameFlag custom character
This field, which is only present in the binary representation, signals



the presence of the Name attribute. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


HeadOutline custom character
Describes the outline of the head. custom character


LeftEyeOutline custom character
Describes the outline of the left eye. custom character


RightEyeOutline custom character
Describes the outline of the right eye. custom character


MouthLipOutline custom character
Describes the outline of the mouth lips. custom character


NoseOutline custom character
Describes the outline of the nose. custom character


LeftEyeBrowOutline custom character
Describes the outline of the left eyebrow. custom character


RightEyeBrowOutline custom character
Describes the outline of the right eyebrow. custom character


LeftEarOutline custom character
Describes the outline of the left ear.custom character


RightEarOutline custom character
Describes the outline of the right ear.custom character


FacePoints custom character
Describes the facial points for a high resolution facial expression.custom character


LoopMiscellaneousPoints custom character
This field, which is only present in the binary representanon specifies the number



of miscellaneous points.custom character


MiscellaneousPoints custom character
Describes the any arbitrary feature points can be placed and defined



for an advanced facial feature control.custom character


Name custom character
Name of the Face Control configuration.custom character










FIG. 26 illustrates a data structure of an outline type 1830, according to example embodiments.


Referring to FIG. 26, the outline type 1830 may include outline 4 points 1831, outline 5 points 1832, outline 8 points 1833, and outline 14 points 1834, however, the present disclosure is not limited thereto.


Depending on embodiments, the outline type 1830 may be expressed using the XML, for example, as shown below in Source 60. However, a program source shown in Source 60 is not limiting and is only an example embodiment.












Source 60

















<!-- ################################################ -->



<!-- Outline Type              -->



<!-- ################################################ -->



<complexType name=“OutlineType”>



  <choice>



    <element name=“Outline4Points”



    type=“vwoc:Outline4PointsType”/>



    <element name=“Outline5Points”



    type=“vwoc:Outline5PointsType”/>



    <element name=“Outline8Points”



    type=“vwoc:Outline8PointsType”/>



    <element name=“Outline14Points”



    type=“vwoc:Outline14PointsType”/>



  </choice>



</complexType>










Table 60-1 shows example binary representation syntax corresponding to the outline type 1830, according to the example embodiments.











TABLE 60-1






Number of



OutlineType {custom character
bits
Mnemonic







OutlineTypeSelectcustom character
3custom character
bslbfcustom character


if(OutlineTypeSelect ==0){custom character

custom character


custom character



Outline4Points custom character

custom character

Outline4PointsTypecustom character


}else if(OutlineTypeSelect ==1){custom character

custom character


custom character



Outline5Pointscustom character

custom character

Outline5PointsTypecustom character


}else if(OutlineTypeSelect ==2){custom character

custom character


custom character



Outline8Pointscustom character

custom character

Outline8PointsTypecustom character


}else if(OutlineTypeSelect ==3){custom character

custom character


custom character



Outline14Pointscustom character

custom character

Outline14PointsTypecustom character


}custom character

custom character


custom character



}custom character

custom character


custom character










Table 60-2 shows example descriptor components semantics of the outline type 1830, according to the example embodiments.










TABLE 60-2





Names custom character
Description custom character







OutlineType custom character
contains 4 different types of outline dependent



upon the number of points forming the outline custom character


OutlineTypeSelect custom character
Determines the outline type with the



number of points custom character



(0: Outline4Points, 1: Outline5Points,



2: Outline8Points, 3:



Outline14Points, 4-7: reserved) custom character


Outline4Points custom character
The outline with 4 points custom character


Outline5Points custom character
The outline with 5 points custom character


Outline8Points custom character
The outline with 8 points custom character


Outline14Points custom character
The outline with 14 points custom character









Depending on embodiments, the outline 4 points 1832 of the outline type 1830 may be expressed using the XML, for example, as shown below in Source 61. However, a program source shown in Source 61 is not limiting and is only an example embodiment.












Source 61

















<!-- ################################################ -->



<!-- Outline 4 Points Type            -->



<!-- ################################################ -->



<complexType name=“Outline4PointsType”>



  <sequence>



    <element name=“Point1” type=“vwoc:PointType”/>



    <element name=“Point2” type=“vwoc:PointType”/>



    <element name=“Point3” type=“vwoc:PointType”/>



    <element name=“Point4” type=“vwoc:PointType”/>



  </sequence>



</complexType>










Table 61-1 shows example binary representation syntax corresponding to the outline 4 points 1832 of the outline 1830, according to the example embodiments.













TABLE 61-1








Number of




Outline4PointsType{ custom character
bits
Mnemonic









  Point1 custom character

custom character

PointType custom character



  Point2 custom character

custom character

PointType custom character



  Point3 custom character

custom character

PointType custom character



  Point4 custom character

custom character

PointType custom character



} custom character

custom character


custom character











Table 61-2 shows example descriptor components semantics of the outline 4 points 1832 of the outline 1830, according to the example embodiments.










TABLE 61-2





Names custom character
Description custom character







Outline4PointsType custom character
The points are numbered from the leftmost



point by the counter-clockwise. For example, if



there are 4 points at the left, top, right, bottom



of the outline, they are Point1, Point2, Point3,



Point4, respectivelycustom character


Point1 custom character
The 1st point of the outline custom character


Point2 custom character
The 2nd point of the outline custom character


Point3 custom character
The 3rd point of the outline custom character


Point4 custom character
The 4th point of the outline custom character









Depending on embodiments, the outline 5 points 1832 of the outline type 1830 may be expressed using the XML, for example, as shown below in Source 62. However, a program source shown in Source 62 is not limiting and is only an example embodiment.












Source 62

















<!-- ################################################ -->



<!-- Outline 5 Points Type            -->



<!-- ################################################ -->



<complexType name=“Outline5PointsType”>



  <sequence>



    <element name=“Point1” type=“vwoc:PointType”/>



    <element name=“Point2” type=“vwoc:PointType”/>



    <element name=“Point3” type=“vwoc:PointType”/>



    <element name=“Point4” type=“vwoc:PointType”/>



    <element name=“Point5” type=“vwoc:PointType”/>



  </sequence>



</complexType>










Table 62-1 shows example binary representation syntax corresponding to the outline 5 points 1832 of the outline 1830, according to the example embodiments.













TABLE 62-1








Number of




Outline5PointsType{ custom character
bits
Mnemonic









  Point1 custom character

custom character

PointType custom character



  Point2 custom character

custom character

PointType custom character



  Point3 custom character

custom character

PointType custom character



  Point4 custom character

custom character

PointType custom character



  Point5 custom character

custom character

PointType custom character



} custom character

custom character


custom character











Table 62-2 shows example descriptor components semantics of the outline 5 points 1832 of the outline 1830, according to the example embodiments.












TABLE 62-2







Names custom character
Description custom character









Outline5PointsType z,319

custom character




Point1 custom character
The 1st point of the outline custom character



Point2 custom character
The 2nd point of the outline custom character



Point3 custom character
The 3rd point of the outline custom character



Point4 custom character
The 4th point of the outline custom character



Point5 custom character
The 5th point of the outline custom character










Depending on embodiments, the outline 8 points 1833 of the outline 1830 may be expressed using the XML, for example, as shown below in Source 63. However, a program source shown in Source 63 is not limiting and is only an example embodiment.












Source 63

















<!-- ################################################ -->



<!-- Outline 8 Points Type            -->



<!-- ################################################ -->



<complexType name=“Outline8PointsType”>



  <sequence>



    <element name=“Point1” type=“vwoc:PointType”/>



    <element name=“Point2” type=“vwoc:PointType”/>



    <element name=“Point3” type=“vwoc:PointType”/>



    <element name=“Point4” type=“vwoc:PointType”/>



    <element name=“Point5” type=“vwoc:PointType”/>



    <element name=“Point6” type=“vwoc:PointType”/>



    <element name=“Point7” type=“vwoc:PointType”/>



    <element name=“Point8” type=“vwoc:PointType”/>



  </sequence>



</complexType>










Table 63-1 shows example binary representation syntax corresponding to the outline 8 points 1833 of the outline 1830, according to the example embodiments.













TABLE 63-1








Number of




Outline8PointsType{ custom character
bits
Mnemonic









  Point1 custom character

custom character

PointType custom character



  Point2 custom character

custom character

PointType custom character



  Point3 custom character

custom character

PointType custom character



  Point4 custom character

custom character

PointType custom character



  Point5 custom character

custom character

PointType custom character



  Point6 custom character

custom character

PointType custom character



  Point7 custom character

custom character

PointType custom character



  Point8 custom character

custom character

PointType custom character



} custom character

custom character


custom character











Table 63-2 shows example descriptor components semantics of the outline 8 points 1833 of the outline 1830, according to the example embodiments.












TABLE 63-2







Names custom character
Description custom character









Outline8PointsType custom character

custom character




Point1 custom character
The 1st point of the outline custom character



Point2 custom character
The 2nd point of the outline custom character



Point3 custom character
The 3rd point of the outline custom character



Point4 custom character
The 4th point of the outline custom character



Point5 custom character
The 5th point of the outline custom character



Point6 custom character
The 6th point of the outline custom character



Point7 custom character
The 7th point of the outline custom character



Point8 custom character
The 8th point of the outline custom character










Depending on embodiments, the outline 14 points 1834 of the outline 1830 may be expressed using the XML, for example, as shown below in Source 64. However, a program source shown in Source 64 is not limiting and is only an example embodiment.












Source 64

















<!-- ################################################ -->



<!-- Outline 14 Points Type            -->



<!-- ################################################ -->



<complexType name=“Outline14PointsType”>



  <sequence>



    <element name=“Point1” type=“vwoc:PointType”/>



    <element name=“Point2” type=“vwoc:PointType”/>



    <element name=“Point3” type=“vwoc:PointType”/>



    <element name=“Point4” type=“vwoc:PointType”/>



    <element name=“Point5” type=“vwoc:PointType”/>



    <element name=“Point6” type=“vwoc:PointType”/>



    <element name=“Point7” type=“vwoc:PointType”/>



    <element name=“Point8” type=“vwoc:PointType”/>



    <element name=“Point9” type=“vwoc:PointType”/>



    <element name=“Point10” type=“vwoc:PointType”/>



    <element name=“Point11” type=“vwoc:PointType”/>



    <element name=“Point12” type=“vwoc:PointType”/>



    <element name=“Point13” type=“vwoc:PointType”/>



    <element name=“Point14” type=“vwoc:PointType”/>



  </sequence>



</complexType>










Table 64-1 shows example binary representation syntax corresponding to the outline 14 points 1834 of the outline 1830, according to the example embodiments.











TABLE 64-1





Outline14PointsType{ custom character
Number of bits
Mnemonic

















  Point1 custom character

custom character

PointType custom character


  Point2 custom character

custom character

PointType custom character


  Point3 custom character

custom character

PointType custom character


  Point4 custom character

custom character

PointType custom character


  Point5 custom character

custom character

PointType custom character


  Point6 custom character

custom character

PointType custom character


  Point7 custom character

custom character

PointType custom character


  Point8 custom character

custom character

PointType custom character


  Point9 custom character

custom character

PointType custom character


  Point10 custom character

custom character

PointType custom character


  Point11 custom character

custom character

PointType custom character


  Point12 custom character

custom character

PointType custom character


  Point13 custom character

custom character

PointType custom character


  Point14 custom character

custom character

PointType custom character


} custom character

custom character


custom character










Table 64-2 shows example descriptor components semantics of the outline 14 points 1834 of the outline 1830, according to the example embodiments.












TABLE 64-2







Names custom character
Description custom character









Outline14PointsType custom character

custom character




Point1 custom character
The 1st point of the outline custom character



Point2 custom character
The 2nd point of the outline custom character



Point3 custom character
The 3rd point of the outline custom character



Point4 custom character
The 4th point of the outline custom character



Point5 custom character
The 5th point of the outline custom character



Point6 custom character
The 6th point of the outline custom character



Point7 custom character
The 7th point of the outline custom character



Point8 custom character
The 8th point of the outline custom character



Point9 custom character
The 9rd point of the outline custom character



Point10 custom character
The 10th point of the outline custom character



Point11 custom character
The 11th point of the outline custom character



Point12 custom character
The 12th point of the outline custom character



Point13 custom character
The 13th point of the outline custom character



Point14 custom character
The 14th point of the outline custom character











FIG. 27 illustrates a data structure of a control body features type 1840, according to example embodiments.


Referring to FIG. 27, the control body features type 1840 may include head bones 1841, upper body bones 1842, down body bones 1843, and middle body bones 1844, however, the present disclosure is not limited thereto.


Depending on embodiments, the control body features type 1840 may be expressed using the XML, for example, as shown below in Source 65. However, a program source shown in Source 65 is not limiting and is only an example embodiment.












Source 65

















<!-- ################################################ -->



<!-- Control Body Features Type          -->



<!-- ################################################ -->



<complexType name=“ControlBodyFeaturesType”>



  <sequence>



    <element name=“HeadBones”



    type=“vwoc:HeadBonesType” minOccurs=“0”/>



    <element name=“UpperBodyBones”



type=“vwoc:UpperBodyBonesType” minOccurs=“0”/>



    <element name=“DownBodyBones”



type=“vwoc:DownBodyBonesType” minOccurs=“0”/>



    <element name=“MiddleBodyBones”



type=“vwoc:MiddleBodyBonesType” minOccurs=“0”/>



  </sequence>



</complexType>










Table 65-1 shows example binary representation syntax corresponding to the control body features type 1840, according to the example embodiments.











TABLE 65-1





ControlBodyFeaturesType{ custom character





custom character




custom character

Number of bits
Mnemonic







  HeadBonesFlag custom character
1 custom character
bslbf custom character


  UpperBodyBonesFlag custom character
1 custom character
bslbf custom character


  DownBodyBonesFlag custom character
1 custom character
bslbf custom character


  MiddleBodyBonesFlag custom character
1 custom character
bslbf custom character


  If(HeadBonesFlag){ custom character

custom character


custom character



    HeadBones custom character

custom character

HeadBonesType custom character


  } custom character

custom character


custom character



  If(UpperBodyBonesFlag){ custom character

custom character


custom character



    UpperBodyBones custom character

custom character

UpperBodyBonesType custom character


  } custom character

custom character


custom character



  If(DownBodyBonesFlag){ custom character

custom character


custom character



    DownBodyBones custom character

custom character

DownBodyBonesType custom character


  } custom character

custom character


custom character



  If(MiddleBodyBonesFlag){ custom character

custom character


custom character



    MiddleBodyBones custom character

custom character

MiddleBodyBonesType custom character


  } custom character

custom character


custom character



} custom character

custom character


custom character










Table 65-2 shows example descriptor components semantics of the control body features type 1840, according to the example embodiments.










TABLE 65-2





Names custom character
Description custom character







ControlBodyFeaturesType custom character
Defines the body features for Controlling avatar custom character


HeadBonesFlag custom character
This field, which is only present in the binary representation, signals



the presence of the HeadBones element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


UpperBodyBonesFlag custom character
This field, which is only present in the binary representation, signals



the presence of the UpperBodyBones element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


DownBodyBonesFlag custom character
This field, which is only present in the binary representation, signals



the presence of the DownBodyBones element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


MiddleBodyBonesFlag custom character
This field, which is only present in the binary representation, signals



the presence of the MiddleBodyBones element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


HeadBones custom character
Set of bones on the head. custom character


UpperBodyBones custom character
Set of bones on the upper part of the body, mainly arms and hands bones. custom character


DownBodyBones custom character
Set of bones on the down part of the body, mainly legs and foot bones. custom character


MiddleBodyBones custom character
Set of bones on the middle body, torso. custom character









Depending on embodiments, the head bones 1841 of the control body features type 1840 may be expressed using the XML, for example, as shown below in Source 66. However, a program source shown in Source 66 is not limiting and is only an example embodiment.












Source 66
















<!-- ################################################
-->


<!-- Head Bones Type
-->


<!-- ################################################
-->







<complexType name=“HeadBonesType”>


  <sequence>


    <element name=“CervicalVerbae7” type=“string”


    minOccurs=“0”/>


    <element name=“CervicalVerbae6” type=“string”


    minOccurs=“0”/>


    <element name=“CervicalVerbae5” type=“string”


    minOccurs=“0”/>


    <element name=“CervicalVerbae4” type=“string”


    minOccurs=“0”/>


    <element name=“CervicalVerbae3” type=“string”


    minOccurs=“0”/>


    <element name=“CervicalVerbae2” type=“string”


    minOccurs=“0”/>


    <element name=“CervicalVerbae1” type=“string”


    minOccurs=“0”/>


    <element name=“Skull” type=“string” minOccurs=“0”/>


    <element name=“LEyelid” type=“string” minOccurs=“0”/>


    <element name=“REyelid” type=“string” minOccurs=“0”/>


    <element name=“LEyeball” type=“string” minOccurs=“0”/>


    <element name=“REyeball” type=“string” minOccurs=“0”/>


    <element name=“LEyebrow” type=“string” minOccurs=“0”/>


    <element name=“REyebrow” type=“string” minOccurs=“0”/>


    <element name=“Jaw” type=“string” minOccurs=“0”/>


  </sequence>


</complexType>









Table 66-1 shows example binary representation syntax corresponding to the head bones 1841 of the control body features type 1840, according to the example embodiments.











TABLE 66-1





HeadBonesType{ custom character





custom character




custom character

Number of bits
Mnemonic







  CervicalVerbae7Flag custom character
1 custom character
bslbf custom character


  CervicalVerbae6Flag custom character
1 custom character
bslbf custom character


  CervicalVerbae5Flag custom character
1 custom character
bslbf custom character


  CervicalVerbae4Flag custom character
1 custom character
bslbf custom character


  CervicalVerbae3Flag custom character
1 custom character
bslbf custom character


  CervicalVerbae2Flag custom character
1 custom character
bslbf custom character


  CervicalVerbae1Flag custom character
1 custom character
bslbf custom character


  SkullFlag custom character
1 custom character
bslbf custom character


  LEyelidFlag custom character
1 custom character
bslbf custom character


  REyelidFlag custom character
1 custom character
bslbf custom character


  LEyeballFlag custom character
1 custom character
bslbf custom character


  REyeballFlag custom character
1 custom character
bslbf custom character


  LEyebrowFlag custom character
1 custom character
bslbf custom character


  REyebrowFlag custom character
1 custom character
bslbf custom character


  JawFlag custom character
1 custom character
bslbf custom character


  If(CervicalVerbae7Flag){ custom character

custom character


custom character



    CervicalVerbae7 custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(CervicalVerbae6Flag){ custom character

custom character


custom character



    CervicalVerbae6 custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(CervicalVerbae5Flag){ custom character

custom character


custom character



    CervicalVerbae5 custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(CervicalVerbae4Flag){ custom character

custom character


custom character



    CervicalVerbae4 custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(CervicalVerbae3Flag){ custom character

custom character

custom character


    CervicalVerbae3 custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(CervicalVerbae2Flag){ custom character

custom character


custom character



    CervicalVerbae2 custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character
custom character
custom character


  If(CervicalVerbae1Flag){ custom character

custom character


custom character



    CervicalVerbae1 custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(SkullFlag){ custom character

custom character


custom character



    Skull custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(LEyelidFlag){ custom character

custom character


custom character



    LEyelid custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(REyelidFlag){ custom character

custom character


custom character



    REyelid custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(LEyeballFlag){ custom character

custom character


custom character



    LEyeball custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(REyeballFlag){ custom character

custom character


custom character



    REyeball custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(LEyebrowFlag){ custom character

custom character


custom character



    LEyebrow custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(REyebrowFlag){ custom character

custom character

custom character


    REyebrow custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



  If(JawFlag){ custom character

custom character


custom character



    Jaw custom character
See ISO 10646 custom character
UTF-8 custom character


  } custom character

custom character


custom character



} custom character

custom character


custom character










Table 66-2 shows example descriptor components semantics of the head bones 1841 of the control body features type 1840, according to the example embodiments.










TABLE 66-2





Names custom character
Description custom character







ControlBodyFeaturesType custom character
Defines the body features for controlling avatar custom character


CervicalVerbae7Flag custom character
This field, which is only present in the binary representation, signals



the presence of the CervicalVerbae7 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


CervicalVerbae6Flag custom character
This field, which is only present in the binary representation, signals



the presence of the CervicalVerbae6 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


CervicalVerbae5Flag custom character
This field, which is only present in the binary representation, signals



the presence of the CervicalVerbae5 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


CervicalVerbae4Flag custom character
This field, which is only present in the binary representation, signals



the presence of the CervicalVerbae4 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


CervicalVerbae3Flag custom character
This field, which is only present in the binary representation, signals



the presence of the CervicalVerbae3 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


CervicalVerbae2Flag custom character
This field, which is only present in the binary representation, signals



the presence of the CervicalVerbae2 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


CervicalVerbae1Flag custom character
This field, which is only present in the binary representation, signals



the presence of the CervicalVerbae1 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


SkullFlag custom character
This field, which is only present in the binary representation, signals



the presence of the Skull element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


LEyelidFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LEyelid element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


REyelidFlag custom character
This field, which is only present in the binary representation, signals



the presence of the REyelid element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LEyeballFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LEyeball element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


REyeballFlag custom character
This field, which is only present in the binary representation, signals



the presence of the REyeball element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LEyebrowFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LEyebrow element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


REyebrowFlag custom character
This field, which is only present in the binary representation, signals



the presence of the REyebrow element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


  JawFlag custom character
This field, which is only present in the binary representation, signals



the presence of the Jaw element. “1” means that the element shall be



used. “0” means that the element shall not be used. custom character


CervicalVerbae7 custom character
cervical vertebrae 7 custom character


CervicalVerbae6 custom character
cervical vertebrae 6 custom character


CervicalVerbae5 custom character
cervical vertebrae 5 custom character


CervicalVerbae4 custom character
cervical vertebrae 4 custom character


CervicalVerbae3 custom character
cervical vertebrae 3 custom character


CervicalVerbae2 custom character
cervical vertebrae 2 custom character


CervicalVerbae1 custom character
cervical vertebrae 1 custom character


Skull custom character
Skull custom character


LEyelid custom character
Left Eyelid custom character


REyelid custom character
Right Eyelid custom character


LEyeball custom character
Left Eyeball custom character


REyeball custom character
Right Eyeball custom character


LEyebrow custom character
Left Eyebrow custom character


REyebrow custom character
Right Eyebrow custom character


Jaw custom character
Jaw custom character









Depending on embodiments, the upper body bones 1842 of the control body features type 1840 may be expressed using the XML, for example, as shown below in Source 67. However, a program source shown in Source 67 is not limiting and is only an example embodiment.












Source 67















<!-- ################################################ -->


<!-- Upper Body Bones Type          -->


<!-- ################################################ -->


<complexType name=“UpperBodyBonesType”>









<sequence>









<element name=“LClavicle” type=“string” minOccurs=“0”/>



<element name=“LScapulae” type=“string” minOccurs=“0”/>



<element name=“LHumerus” type=“string” minOccurs=“0”/>



<element name=“LRadius” type=“string” minOccurs=“0”/>



<element name=“LWrist” type=“string” minOccurs=“0”/>



<element name=“LHand” type=“string” minOccurs=“0”/>



<element name=“LThumb” type=“string” minOccurs=“0”/>



<element name=“LPhalanges1” type=“string” minOccurs=“0”/>



<element name=“LThumb2” type=“string” minOccurs=“0”/>



<element name=“LPhalanges2” type=“string” minOccurs=“0”/>



<element name=“LIndex” type=“string” minOccurs=“0”/>



<element name=“LPhalanges3” type=“string” minOccurs=“0”/>



<element name=“LPhalanges4” type=“string” minOccurs=“0”/>



<element name=“LPhalanges5” type=“string” minOccurs=“0”/>



<element name=“LMiddle” type=“string” minOccurs=“0”/>



<element name=“LPhalanges6” type=“string” minOccurs=“0”/>



<element name=“LPhalanges7” type=“string” minOccurs=“0”/>



<element name=“LPhalanges8” type=“string” minOccurs=“0”/>



<element name=“LRing” type=“string” minOccurs=“0”/>



<element name=“LPhalanges9” type=“string” minOccurs=“0”/>



<element name=“LPhalanges10” type=“string”



minOccurs=“0”/>



<element name=“LPhalanges11” type=“string”



minOccurs=“0”/>



<element name=“LPinky” type=“string” minOccurs=“0”/>



<element name=“LPhalanges12” type=“string”



minOccurs=“0”/>



<element name=“LPhalanges13” type=“string”



minOccurs=“0”/>



<element name=“LPhalanges14” type=“string”



minOccurs=“0”/>



<element name=“RClavicle” type=“string” minOccurs=“0”/>



<element name=“RScapulae” type=“string” minOccurs=“0”/>



<element name=“RHumerus” type=“string” minOccurs=“0”/>



<element name=“RRadius” type=“string” minOccurs=“0”/>



<element name=“RWrist” type=“string” minOccurs=“0”/>



<element name=“RHand” type=“string” minOccurs=“0”/>



<element name=“RThumb” type=“string” minOccurs=“0”/>



<element name=“RPhalanges1” type=“string” minOccurs=“0”/>



<element name=“RThumb2” type=“string” minOccurs=“0”/>



<element name=“RPhalanges2” type=“string” minOccurs=“0”/>



<element name=“RIndex” type=“string” minOccurs=“0”/>



<element name=“RPhalanges3” type=“string” minOccurs=“0”/>



<element name=“RPhalanges4” type=“string” minOccurs=“0”/>



<element name=“RPhalanges5” type=“string” minOccurs=“0”/>



<element name=“RMiddle” type=“string” minOccurs=“0”/>



<element name=“RPhalanges6” type=“string” minOccurs=“0”/>



<element name=“RPhalanges7” type=“string” minOccurs=“0”/>



<element name=“RPhalanges8” type=“string” minOccurs=“0”/>



<element name=“RRing” type=“string” minOccurs=“0”/>



<element name=“RPhalanges9” type=“string” minOccurs=“0”/>



<element name=“RPhalanges10” type=“string”



minOccurs=“0”/>



<element name=“RPhalanges11” type=“string”



minOccurs=“0”/>



<element name=“RPinky” type=“string” minOccurs=“0”/>



<element name=“RPhalanges12” type=“string”



minOccurs=“0”/>



<element name=“RPhalanges13” type=“string”



minOccurs=“0”/>



<element name=“RPhalanges14” type=“string”



minOccurs=“0”/>









</sequence>







</complexType>









Table 67-1 shows example binary representation syntax corresponding to the upper body bones 1842 of the control body features type 1840, according to the example embodiments.













TABLE 67-1







UpperBodyBonesType{ custom character






custom character





custom character

Number of bits
Mnemonic









  LClavicleFlag custom character
1 custom character
bslbf custom character



  LScapulaeFlag custom character
1 custom character
bslbf custom character



  LHumerusFlag custom character
1 custom character
bslbf custom character



  LRadiusFlag custom character
1 custom character
bslbf custom character



  LWristFlag custom character
1 custom character
bslbf custom character



  LHandFlag custom character
1 custom character
bslbf custom character



  LThumbFlag custom character
1 custom character
bslbf custom character



  LPhalanges1Flag custom character
1 custom character
bslbf custom character



  LThumb2Flag custom character
1 custom character
bslbf custom character



  LPhalanges2Flag custom character
1 custom character
bslbf custom character



  LIndexFlag custom character
1 custom character
bslbf custom character



  LPhalanges3Flag custom character
1 custom character
bslbf custom character



  LPhalanges4Flag custom character
1 custom character
bslbf custom character



  LPhalanges5Flag custom character
1 custom character
bslbf custom character



  LMiddleFlag custom character
1 custom character
bslbf custom character



  LPhalanges6Flag custom character
1 custom character
bslbf custom character



  LPhalanges7Flag custom character
1 custom character
bslbf custom character



  LPhalanges8Flag custom character
1 custom character
bslbf custom character



  LRingFlag custom character
1 custom character
bslbf custom character



  LPhalanges9Flag custom character
1 custom character
bslbf custom character



  LPhalanges10Flag custom character
1 custom character
bslbf custom character



  LPhalanges11Flag custom character
1 custom character
bslbf custom character



  LPinkyFlag custom character
1 custom character
bslbf custom character



  LPhalanges12Flag custom character
1 custom character
bslbf custom character



  LPhalanges13Flag custom character
1 custom character
bslbf custom character



  LPhalanges14Flag custom character
1 custom character
bslbf custom character



  RClavicleFlag custom character
1 custom character
bslbf custom character



  RScapulaeFlag custom character
1 custom character
bslbf custom character



  RHumerusFlag custom character
1 custom character
bslbf custom character



  RRadiusFlag custom character
1 custom character
bslbf custom character



  RWristFlat custom character
1 custom character
bslbf custom character



  RHandFlag custom character
1 custom character
bslbf custom character



  RThumbFlag custom character
1 custom character
bslbf custom character



  RPhalanges1Flag custom character
1 custom character
bslbf custom character



  RThumb2Flag custom character
1 custom character
bslbf custom character



  RPhalanges2Flag custom character
1 custom character
bslbf custom character



  RIndexFlag custom character
1 custom character
bslbf custom character



  RPhalanges3Flag custom character
1 custom character
bslbf custom character



  RPhalanges4Flag custom character
1 custom character
bslbf custom character



  RPhalanges5Flag custom character
1 custom character
bslbf custom character



  RMiddleFlag custom character
1 custom character
bslbf custom character



  RPhalanges6Flag custom character
1 custom character
bslbf custom character



  RPhalanges7Flag custom character
1 custom character
bslbf custom character



  RPhalanges8Flag custom character
1 custom character
bslbf custom character



  RRingFlag custom character
1 custom character
bslbf custom character



  RPhalanges9Flag custom character
1 custom character
bslbf custom character



  RPhalanges10Flag custom character
1 custom character
bslbf custom character



  RPhalanges11Flag custom character
1 custom character
bslbf custom character



  RPinkyFlag custom character
1 custom character
bslbf custom character



  RPhalanges12Flag custom character
1 custom character
bslbf custom character



  RPhalanges13Flag custom character
1 custom character
bslbf custom character



  RPhalanges14Flag custom character
1 custom character
bslbf custom character



  If(LClavicleFlag){ custom character

custom character


custom character




    LClavicle custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LScapulaeFlag){ custom character
custom character
custom character



    LScapulae custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LHumerusFlag){ custom character

custom character


custom character




    LHumerus custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LRadiusFlag){ custom character

custom character


custom character




    LRadius custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LWristFlag){ custom character

custom character


custom character




    LWrist custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LHandFlag){ custom character

custom character


custom character




    LHand custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LThumbFlag){ custom character

custom character


custom character




    LThumb custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges1Flag){ custom character

custom character


custom character




    LPhalanges1 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LThumb2Flag){ custom character

custom character


custom character




    LThumb2 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges2Flag) {custom character

custom character


custom character




  custom character
See ISO 10646 custom character
UTF-8 custom character



    LPhalanges2 custom character



  } custom character

custom character


custom character




  If(LIndexFlag){ custom character

custom character


custom character




    LIndex custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges3Flag){ custom character

custom character


custom character




    LPhalanges3 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges4Flag){ custom character

custom character


custom character




    LPhalanges4 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges5Flag){ custom character

custom character


custom character




    LPhalanges5 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LMiddleFlag){ custom character

custom character


custom character




    LMiddle custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges6Flag){ custom character

custom character


custom character




    LPhalanges6 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges7Flag){ custom character

custom character


custom character




    LPhalanges7 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges8Flag) {custom character

custom character


custom character




    LPhalanges8 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LRingFlag){ custom character

custom character


custom character




    LRing custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges9Flag){ custom character

custom character


custom character




    LPhalanges9 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges10Flag){ custom character

custom character


custom character




    LPhalanges10 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges11Flag){ custom character

custom character


custom character




    LPhalanges11 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPinkyFlag){ custom character

custom character


custom character




    LPinky custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges12Flag) {custom character

custom character


custom character




    LPhalanges12 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges13Flag){ custom character

custom character


custom character




    LPhalanges13 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(LPhalanges14Flag){ custom character

custom character


custom character




    LPhalanges14 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RClavicleFlag){ custom character

custom character


custom character




    RClavicle custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RScapulaeFlag){ custom character

custom character


custom character




    RScapulae custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RHumerusFlag){ custom character

custom character


custom character




    RHumerus custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RRadiusFlag){ custom character

custom character


custom character




    RRadius custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RWristFlag){ custom character

custom character


custom character




    RWrist custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RHandFlag){ custom character

custom character


custom character




    RHand custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RThumbFlag){ custom character

custom character


custom character




    RThumb custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges1Flag){ custom character

custom character


custom character




    RPhalanges1 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RThumb2Flag){ custom character

custom character


custom character




    RThumb2 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges2Flag){ custom character

custom character


custom character




    RPhalanges2 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RIndexFlag){ custom character

custom character


custom character




    RIndex custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges3Flag){ custom character

custom character


custom character




    RPhalanges3 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges4Flag){ custom character

custom character


custom character




    RPhalanges4 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges5Flag){ custom character

custom character


custom character




    RPhalanges5 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RMiddleFlag){custom character

custom character


custom character




    RMiddle custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges6Flag){ custom character

custom character


custom character




    RPhalanges6 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges7Flag){ custom character

custom character


custom character




    RPhalanges7 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges8Flag){ custom character

custom character


custom character




    RPhalanges8 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RRingFlag){ custom character

custom character


custom character




    RRing custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges9Flag){ custom character

custom character


custom character




    RPhalanges9 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges10Flag){ custom character

custom character


custom character




    RPhalanges10 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges11Flag){ custom character

custom character


custom character




    RPhalanges11 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPinkyFlag){ custom character

custom character


custom character




    RPinky custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges12Flag){ custom character

custom character


custom character




    RPhalanges12 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges13Flag){ custom character

custom character


custom character




    RPhalanges13 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




  If(RPhalanges14Flag){ custom character

custom character


custom character




    RPhalanges14 custom character
See ISO 10646 custom character
UTF-8 custom character



  } custom character

custom character


custom character




} custom character

custom character


custom character











Table 67-2 shows example descriptor components semantics of the upper body bones 1842 of the control body features type 1840, according to the example embodiments.










TABLE 67-2





Names custom character
Description custom character







UpperBodyBonesType custom character
Defines the upper body bones of an avatar custom character


LClavicleFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LClavicle element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LScapulaeFlag custom character 356
This field, which is only present in the binary representation, signals



the presence of the LScapulae element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LHumerusFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LHumerus element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LRadiusFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LRadius element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LWristFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LWrist element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


LHandFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LHand element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


LThumbFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LThumb element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LPhalanges1Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges1 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LThumb2Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LThumb2 element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LPhalanges2Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges2 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LIndexFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LIndex element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


LPhalanges3Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges3 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPhalanges4Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges4 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPhalanges5Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges5 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LMiddleFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LMiddle element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


LPhalanges6Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges6 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPhalanges7Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges7 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPhalanges8Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges8 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LRingFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LRing element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


LPhalanges9Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges9 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPhalanges10Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges10 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPhalanges11Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges11 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPinkyFlag custom character
This field, which is only present in the binary representation, signals



the presence of the LPinky element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


LPhalanges12Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges12 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPhalanges13Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges13 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LPhalanges14Flag custom character
This field, which is only present in the binary representation, signals



the presence of the LPhalanges14 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RClavicleFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RClavicle element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


RScapulaeFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RScapulae element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


RHumerusFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RHumerus element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


RRadiusFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RRadius element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


RWristFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RWrist element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


RHandFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RHand element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


RThumbFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RThumb element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


RPhalanges1Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges1 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RThumb2Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RThumb2 element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


RPhalanges2Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges2 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RIndexFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RIndex element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


RPhalanges3Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges3 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPhalanges4Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges4 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPhalanges5Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges5 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RMiddleFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RMiddle element. “1” means that the element



shall be used. “0” means that the element shall not be used. custom character


RPhalanges6Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges6 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPhalanges7Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges7 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPhalanges8Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges8 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RRingFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RRing element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


RPhalanges9Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges9 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPhalanges10Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges10 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPhalanges11Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges11 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPinkyFlag custom character
This field, which is only present in the binary representation, signals



the presence of the RPinky element. “1” means that the element shall



be used. “0” means that the element shall not be used. custom character


RPhalanges12Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges12 element. “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPhalanges13Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges13 element, “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


RPhalanges14Flag custom character
This field, which is only present in the binary representation, signals



the presence of the RPhalanges14 element, “1” means that the



element shall be used. “0” means that the element shall not be used. custom character


LClavicle custom character
Left clavicle custom character


LScapulae custom character
Left scapulae custom character


LHumerus custom character
Left humerus custom character


LRadius custom character
Left radius custom character


LWrist custom character
Left wrist custom character


LHand custom character
Left Hand custom character


LThumb custom character
Left thumb_Metacarpal custom character


LPhalanges1 custom character
Left Phalanges1 custom character


LThumb2 custom character
Left Thumb2 custom character


LPhalanges2 custom character
Left Phalanges2 custom character


LIndex custom character
Left index_Metacarpal custom character


LPhalanges3 custom character
Left Phalanges3 custom character


LPhalanges4 custom character
Left Phalanges4 custom character


LPhalanges5 custom character
Left Phalanges5 custom character


LMiddle custom character
Left middle_Metacarpal custom character


LPhalanges6 custom character
Left Phalanges6 custom character


LPhalanges7 custom character
Left Phalanges7 custom character


LPhalanges8 custom character
Left Phalanges8 custom character


LRing custom character
Left ring_Metacarpal custom character


LPhalanges9 custom character
Left Phalanges9 custom character


LPhalanges10 custom character
Left Phalanges10 custom character


LPhalanges11 custom character
Left Phalanges11 custom character


LPinky custom character
Left pinky_Metacarpal custom character


LPhalanges12 custom character
Left Phalanges12 custom character


LPhalanges13 custom character
Left Phalanges13 custom character


LPhalanges14 custom character
Left Phalanges14 custom character


RClavicle custom character
Right clavicle 362


RScapulae custom character
Right scapulae custom character


RHumerus custom character
Right humerus custom character


RRadius custom character
Right radius custom character


RWrist custom character
Right wrist custom character


RHand custom character
Right Hand custom character


RThumb custom character
Right thumb_Metacarpal custom character


RPhalanges1 custom character
Right Phalanges1 custom character


RThumb2 custom character
Right Thumb2 custom character


RPhalanges2 custom character
Right Phalanges2 custom character


RIndex custom character
Right index_Metacarpal custom character


RPhalanges3 custom character
Right Phalanges3 custom character


RPhalanges4 custom character
Right Phalanges4 custom character


RPhalanges5 custom character
Right Phalanges5 custom character


RMiddle custom character
Right middle_Metacarpal custom character


RPhalanges6 custom character
Right Phalanges6 custom character


RPhalanges7 custom character
Right Phalanges7 custom character


RPhalanges8 custom character
Right Phalanges8 custom character


RRing custom character
Right ring_Metacarpal custom character


RPhalanges9 custom character
Right Phalanges9 custom character


RPhalanges10 custom character
Right Phalanges10 custom character


RPhalanges11 custom character
Right Phalanges11 custom character


RPinks custom character
Right pinky_Metacarpal custom character


RPhalanges12 custom character
Right Phalanges12 custom character


RPhalanges13 custom character
Right Phalanges13 custom character


RPhalanges14 custom character
Right Phalanges14 custom character









Depending on embodiments, the down body bones 1843 of the control body features type 1840 may be expressed using the XML, for example, as shown below in Source 68. However, a program source shown in Source 68 is not limiting and is only an example embodiment.












Source 68















<!-- ################################################ -->


<!-- Down Body BonesType            -->


<!-- ################################################ -->


<complexType name=“DownBodyBonesType”>









<sequence>









<element name=“LFemur” type=“string” minOccurs=“0”/>



<element name=“LPatella” type=“string” minOccurs=“0”/>



<element name=“LTibia” type=“string” minOccurs=“0”/>



<element name=“LFibulae” type=“string” minOccurs=“0”/>



<element name=“LTarsals1” type=“string” minOccurs=“0”/>



<element name=“LTarsals2” type=“string” minOccurs=“0”/>



<element name=“LMetaTarsals” type=“string”



minOccurs=“0”/>



<element name=“LPhalanges” type=“string” minOccurs=“0”/>



<element name=“RFemur” type=“string” minOccurs=“0”/>



<element name=“RPatella” type=“string” minOccurs=“0”/>



<element name=“RTibia” type=“string” minOccurs=“0”/>



<element name=“RFibulae” type=“string” minOccurs=“0”/>



<element name=“RTarsals1” type=“string” minOccurs=“0”/>



<element name=“RTarsals2” type=“string” minOccurs=“0”/>



<element name=“RMetaTarsals” type=“string”



minOccurs=“0”/>



<element name=“RPhalangas” type=“string” minOccurs=“0”/>









</sequence>







</complexType>









Table 68-1 shows example binary representation syntax corresponding to the down body bones 1843 of the control body features type 1840, according to the example embodiments.











TABLE 68-1





DownBodyBonesType{ custom character





custom character






custom character

Number of bits
Mnemonic







LFemurFlag custom character
1 custom character
bslbf custom character


LPatellaFlag custom character
1 custom character
bslbf custom character


LTibiaFlag custom character
1 custom character
bslbf custom character


LFibulaeFlag custom character
1 custom character
bslbf custom character


LTarsals1Flag custom character
1 custom character
bslbf custom character


LTarsals2Flag custom character
1 custom character
bslbf custom character


LMetaTarsalsFlag custom character
1 custom character
bslbf custom character


LPhalangesFlag custom character
1 custom character
bslbf custom character


RFemurFlag custom character
1 custom character
bslbf custom character


RPatellaFlag custom character
1 custom character
bslbf custom character


RTibiaFlag custom character
1 custom character
bslbf custom character


RFibulaeFlag custom character
1 custom character
bslbf custom character


RTarsals1F1ag custom character
1 custom character
bslbf custom character


RTarsals2Flag custom character
1 custom character
bslbf custom character


RMetaTarsalsFlag custom character
1 custom character
bslbf custom character


RPhalangasFlag custom character
1 custom character
bslbf custom character


If(LFemurFlag){ custom character

custom character


custom character



 LFemur custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(LPatellaFlag){ custom character

custom character


custom character



 LPatella custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(LTibiaFlag){ custom character

custom character


custom character



 LTibia custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(LFibulaeFlag){ custom character

custom character


custom character



 LFibulae custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(LTarsals1Flag){ custom character

custom character


custom character



 LTarsals1 custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(LTarsals2Flag){ custom character

custom character


custom character



 LTarsals2 custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(LMetaTarsalsFlag){ custom character

custom character


custom character



 LMetaTarsals custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(LPhalangesFlag){ custom character

custom character


custom character



 LPhalanges custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(RFemurFlag){ custom character

custom character


custom character



 RFemur custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(RPatellaFlag){ custom character

custom character


custom character



 RPatella custom character
See ISO 10646 custom character
UTF-8 custom character


custom character

custom character


custom character



If(RTibiaFlag){ custom character

custom character


custom character



 RTibia custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(RFibulaeFlag){ custom character

custom character


custom character



 RFibulae custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(RTarsals1Flag){ custom character

custom character


custom character



 RTarsals1 custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(RTarsals2Flag){ custom character

custom character


custom character



 RTarsals2 custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(RMetaTarsalsFlag){ custom character

custom character


custom character



 RMetaTars als custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



If(RPhalangesFlag){ custom character

custom character


custom character



 RPhalanges custom character
See ISO 10646 custom character
UTF-8 custom character


} custom character

custom character


custom character



} custom character

custom character


custom character










Table 68-2 shows example descriptor components semantics of the down body bones 1843 of the control body features type 1840, according to the example embodiments.










TABLE 68-2





Names
Description







DownBodyBonesType custom character
Defines the down body bones of an



avatar custom character


LFemurFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the LFemur element. “1” means that the



element shall be used. “0” means that the



element shall not be used. custom character


LPatellaFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the LPatella element. “1” means that the



element shall be used. “0” means that the



element shall not be used. custom character


LTibiaFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the LTibia element. “1” means that the



element shall be used. “0” means that the



element shall not be used. custom character


LFibulaeFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the LFibulae element. “1” means that the



element shall be used. “0” means that the



element shall not be used. custom character


LTarsals1Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the LTarsals1 element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


LTarsals2Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the LTarsals2 element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


LMetaTarsalsFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the LMetaTarsals element. “1” means



that the element shall be used. “0” means



that the element shall not be used. custom character


LPhalangesFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the LPhalanges element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


RFemurFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the RFemur element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


RPatellaFlag 
This field, which is only present in the



binary representation, signals the presence



of the RPatella element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


RTibiaFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the RTibia element. “1” means that the



element shall be used. “0” means that the



element shall not be used. custom character


RFibulaeFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the RFibulae element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


RTarsals1Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the RTarsalsl element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


RTarsals2Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the RTarsals2 element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


RMetaTarsalsFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the RMetaTarsals element. “1” means



that the element shall be used. “0” means



that the element shall not be used. custom character


RPhalangasFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the RPhalanges element. “1” means that



the element shall be used. “0” means that



the element shall not be used. custom character


LFemur custom character
Left femur custom character


LPatella custom character
Left patella (knee bone) custom character


LTibia custom character
Left tibia (femur in front) custom character


LFibulae custom character
Left fibulae custom character


LTarsals1 custom character
Left tarsals1 (parts of ankle) custom character


LTarsals2 custom character
Left tarsals2 (7 are all) custom character


LMetaTarsals custom character
Left metatarsals (5) (foot parts) custom character


LPhalanges custom character
Left Phalanges (1-14) (foot parts) custom character


RFemur custom character
Right femur custom character


RPatella custom character
Right patella (knee bone) custom character


RTibia custom character
Right tibia (femur in front) custom character


RFibulae custom character
Right fibulae custom character


RTarsals1 custom character
Right tarsals1 (parts of ankle) custom character


RTarsals2 custom character
Right tarsals2 (7 are all) custom character


RMetaTarsals custom character
Right metatarsals (5) (foot parts) custom character


RPhalangas custom character
Right Phalanges (1-14) (foot parts) custom character









Depending on embodiments, the middle body bones 1844 of the control body features type 1840 may be expressed using the XML, for example, as shown below in Source 69. However, a program source shown in Source 69 is not limiting and is only an example embodiment.












Source 69















  <xsd:complexType name=“MiddleBodyBonesType”>


    <xsd:sequence>


      <xsd:element name=“Sacrum” type=“xsd:string”


      minOccurs=“0”/>


      <xsd:element name=“Pelvis” type=“xsd:string”


      minOccurs=“0”/>


      <xsd:element name=“LumbarVertebrae5” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“LumbarVertebrae4” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“LumbarVertebrae3” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“LumbarVertebrae2” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“LumbarVertebrae1” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae12”


type=“xsd:string” minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae11”


type=“xsd:string” minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae10”


type=“xsd:string” minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae9” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae8” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae7” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae6” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae5” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae4” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae3” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae2” type=“xsd:string”


minOccurs=“0”/>


      <xsd:element name=“ThoracicVertebrae1” type=“xsd:string”


minOccurs=“0”/>


    </xsd:sequence>


  </xsd:complexType>









Table 69-1 shows example binary representation syntax corresponding to the middle body bones 1844 of the control body features type 1840, according to the example embodiments.











TABLE 69-1





DownBodyBonesType { custom character
Number of bits
Mnemonic







 SacrumFlag custom character
1 custom character
bslbf custom character


 PelvisFlag custom character
1 custom character
bslbf custom character


 LumbarVertebrae5Flag custom character
1 custom character
bslbf custom character


 LumbarVertebrae4Flag custom character
1 custom character
bslbf custom character


 LumbarVertebrae3Flag custom character
1 custom character
bslbf custom character


 LumbarVertebrae2Flag custom character
1 custom character
bslbf custom character


 LumbarVertebrae1Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae12Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae11Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae10Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae9Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae8Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae7Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae6Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae5Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae4Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae3Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae2Flag custom character
1 custom character
bslbf custom character


 ThoracicVertebrae1Flag custom character
1 custom character
bslbf custom character


 If(SacrumFlag){ custom character

custom character


custom character



  Sacrum custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(PelvisFlag){ custom character

custom character


custom character



  Pelvis custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(LumbarVertebrae5Flag){ custom character

custom character


custom character



  LumbarVertebrae5 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(LumbarVertebrae4Flag){ custom character

custom character


custom character



  LumbarVertebrae4 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(LumbarVertebrae4Flag){ custom character

custom character


custom character



  LumbarVertebrae4 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(LumbarVertebrae3Flag){ custom character

custom character


custom character



  LumbarVertebrae3 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(LumbarVertebrae2Flag){ custom character

custom character


custom character



  LumbarVertebrae2 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(LumbarVertebrae1Flag){ custom character

custom character


custom character



  LumbarVertebrae1 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(ThoracicVertebrae12Flag){ custom character

custom character


custom character



  ThoracicVertebrae12 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(ThoracicVertebrae11Flag){ custom character

custom character


custom character



  ThoracicVertebrae11 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(ThoracicVertebrae10Flag){ custom character

custom character


custom character



  ThoracicVertebrae10 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(ThoracicVertebrae9Flag){ custom character

custom character


custom character



  ThoracicVertebrae9 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(ThoracicVertebrae8Flag){ custom character

custom character


custom character



  ThoracicVertebrae8 custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 If(ThoracicVertebrae7Flag){ custom character

custom character


custom character



  ThoracicVertebrae7 custom character
See ISO 10646 custom character
UTF-8 


 } custom character

custom character




 If(ThoracicVertebrae6Flag){ custom character

custom character




  ThoracicVertebrae6 custom character
See ISO 10646 custom character
UTF-8 


 } custom character

custom character




 If(ThoracicVertebrae5Flag){ custom character

custom character




  ThoracicVertebrae5 custom character
See ISO 10646 custom character
UTF-8 


 } custom character

custom character




 If(ThoracicVertebrae4Flag){ custom character

custom character




  ThoracicVertebrae4 custom character
See ISO 10646 custom character
UTF-8 


 } custom character

custom character




 If(ThoracicVertebrae3Flag){ custom character

custom character




  ThoracicVertebrae3 custom character
See ISO 10646 custom character
UTF-8 


 } custom character

custom character




 If(ThoracicVertebrae2Flag){ custom character

custom character




  ThoracicVertebrae2 custom character
See ISO 10646 custom character
UTF-8 


 } custom character

custom character




 If(ThoracicVertebrae1Flag){ custom character

custom character




  ThoracicVertebrae1 custom character
See ISO 10646 custom character
UTF-8 


 } custom character

custom character




} custom character

custom character










Table 69-2 shows example descriptor components semantics of the middle body bones 1844 of the control body features type 1840, according to the example embodiments.










TABLE 69-2





Names custom character
Description custom character







MiddleBodyBonesType custom character
Defines the down body bones of an



avatar custom character


SacrumFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the Sacrum element. “1” means that the



element shall be used. “0” means that the



element shall not be used. custom character


PelvisFlag custom character
This field, which is only present in the



binary representation, signals the presence



of the Pelvis element. “1” means that the



element shall be used. “0” means that the



element shall not be used. custom character


LumbarVertebrae5Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the LumbarVertebrae5 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


LumbarVertebrae4Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the LumbarVertebrae4 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


LumbarVertebrae3Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the LumbarVertebrae3 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


LumbarVertebrae2Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the LumbarVertebrae2 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


LumbarVertebrae1Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the LumbarVertebrae1 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae12Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae12 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae11Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae11 element, “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae10Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae10 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae9Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae9 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae8Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae8 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae7Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae7 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae6Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae6 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae5Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae5 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae4Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae4 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae3Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae3 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae2Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae2 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


ThoracicVertebrae1Flag custom character
This field, which is only present in the



binary representation, signals the presence



of the ThoracicVertebrae1 element. “1”



means that the element shall be used. “0”



means that the element shall not be



used. custom character


Sacrum custom character
Sacrum custom character


Pelvis custom character
pelvis custom character


LumbarVertebrae5 custom character
lumbar vertebrae5 custom character


LumbarVertebrae4 custom character
lumbar vertebrae4 custom character


LumbarVertebrae 3 custom character
lumbar vertebrae3 custom character


LumbarVertebrae2 custom character
lumbar vertebrae2 custom character


LumbarVertebrae1 custom character
lumbar vertebrae1 custom character


ThoracicVertebrae12 custom character
thoracic vertebrae12 custom character


ThoracicVertebrae11 custom character
thoracic vertebrae11 custom character


ThoracicVertebrae10 custom character
thoracic vertebrae10 custom character


ThoracicVertebrae9 custom character
thoracic vertebrae9 custom character


ThoracicVertebrae8 custom character
thoracic vertebrae8 custom character


ThoracicVertebrae7 custom character
thoracic vertebrae7 custom character


ThoracicVertebrae6 custom character
thoracic vertebrae6 custom character


ThoracicVertebrae5 custom character
thoracic vertebrae5 custom character


ThoracicVertebrae4 custom character
thoracic vertebrae4 custom character


ThoracicVertebrae3 custom character
thoracic vertebrae3 custom character


ThoracicVertebrae2 custom character
thoracic vertebrae2 custom character


ThoracicVertebrae1 custom character
thoracic vertebrae1 custom character









The virtual object in the virtual environment, according to example embodiments, may be represented by virtual object metadata.


The virtual object metadata may characterize various types of object in the virtual environment. Additionally, the virtual object metadata may provide interaction between the virtual object and the avatar. In addition, the virtual object metadata may provide interaction in the virtual environment.


The virtual object, according to the example embodiments, may further include elements including appearance and animation, in addition to extension of the base type of VWO. Hereinafter, the virtual object will be described in detail with reference to FIG. 28.



FIG. 28 illustrates a data structure of a virtual object type 1910, according to example embodiments.


Referring to FIG. 28, the virtual object type 1910 may include a plurality of elements 1931, 1932, 1933, and 1934, in addition to extension of a VWO base type 1920; however, the present disclosure is not limited thereto.


The virtual object type 1910 may refer to a data type with respect to the virtual object.


The VWO base type 1920 may refer to the VWO base type 510 of FIG. 5. That is, the VWO base type 1920 may refer to the VWO base type 510 inherited as the virtual object metadata to extend particular aspects of the virtual object metadata related to the virtual object.


The virtual object type 1910, according to the example embodiments, may include elements including appearance 1931 and animation 1932. Depending on embodiments, the virtual object type 1910 may further include haptic property 1933 and virtual object components 1934.


The appearance 1931 may include at least one resource link with respect to an appearance file describing elements such as tactile and visual of the virtual object.


The animation 1932 may include a set of metadata describing pre-recorded animation related to the virtual object.


The haptic property 1933 may include a set of descriptors of haptic property defined by the VWO haptic property type 1210 described with reference to FIG. 17.


The virtual object components 1934 may include a list of virtual objects concatenating the virtual objects to components.


Depending on embodiments, the virtual object type 1910 may be expressed using the XML, for example, as shown below in Source 70. However, a program source shown in Source 70 is not limiting and is only an example embodiment.












Source 70















<!-- ################################################ -->


<!-- Virtual Object Type          -->


<!-- ################################################ -->


<complexType name=“VirtualObjectType”>


  <complexContent>


    <extension base=“vwoc:VWOBaseType”>


      <sequence>


        <element name=“Appearance” type=“anyURI”


minOccurs=“0” maxOccurs=“unbounded”/>


        <element name=“Animation”


type=“vwoc:VOAnimationType” minOccurs=“0”/>


        <element name=“HapticProperty”


type=“vwoc:VWOHapticPropertyType” minOccurs=“0”/>


        <element name=“VirtualObjectComponents”


type=“vwoc:VirtualObjectListType” minOccurs=“0”/>


      </sequence>


    </extension>


  </complexContent>


</complexType>









Table 70 shows example binary representation syntax corresponding to the virtual object type 1910, according to the example embodiments.











TABLE 70






Number



VirtualObjectType{ custom character
or bits
Mnemonic







 NumAppearance custom character

custom character

vluimsbf5 custom character


 AnimationFlag custom character
1 custom character
bslbf custom character


 HapticPropertyFlag custom character
1 custom character
bslbf custom character


 VirtualObjectComponentsFlag custom character
1 custom character
bslbf custom character


 VWOBase custom character

custom character

VWOBaseType custom character


 f or(k = 0; k < NumAppearance; k+ +){ custom character

custom character


custom character



  Appearance custom character
See ISO 10646 custom character
UTF-8 custom character


 } custom character

custom character


custom character



 if(AnimationFlag){ custom character

custom character


custom character



  Animation custom character

custom character

VOAnimationType custom character


 } custom character

custom character


custom character



 if(HapticPropertyFlag){ custom character

custom character


custom character



  HapticProperty custom character

custom character

VWOHapticPropertyType custom character


 } custom character

custom character


custom character



 if(VirtualObjectComponentsFlag){ custom character

custom character


custom character



  VirtualObjectComponents custom character

custom character

VirtualObjectListType custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 70-2 shows example descriptor components semantics of the virtual object type 1910, according to the example embodiments.










TABLE 70-2





Names custom character
Description custom character







VirtualObjectType custom character
Defines the avatar personality. custom character


NumAppearance custom character
This field, which is only present in



the binary representation, specifies



the number of virtual object



appearance elements. custom character


AnimationFlag custom character
This field, which is only present in



the binary representation, signals the



presence of the Animation element.



“1” means that the element shall be



used. “0” means that the element



shall not be used. custom character


HapticPropertyFlag custom character
This field, which is only present in



the binary representation, signals the



presence of the Haptic Property



element. “1” means that the element



shall be used. “0” means that the



element shall not be used. custom character


VirtualObjectComponentsFlag custom character
This field, which is only present in



the binary representation, signals



the presence of the Virtual Object



Components element. “1” means



that the element shall be used. “0”



means that the element shall not



be used. custom character


VWOBase custom character
This element contains a set of base



type descriptors defined as the base



type of the virtual world object. custom character


Appearance custom character
This element contains a set of URL



link describing the visual and tactile



elements of the object. custom character


Animation custom character
This element contains a set of



metadata describing pre-recorded



animations associated with the



object. custom character


HapticProperty custom character
This element contains a set of



descriptors of haptic property of the



virtual world object. custom character


VirtualObjectComponents custom character
This element contains a list of



virtual object components which are



pans of the virtual object. custom character










FIG. 29 illustrates a data structure of a virtual object (VO) animation type 2010, according to example embodiments.


Referring to FIG. 29, the VO animation type 2010 may include elements including motion 2020, deformation 2030, and additional animation 2040; however, the present disclosure is not limited thereto.


The motion 2020 may refer to a set of animation defined as a rigid motion. Depending on embodiments, the motion 2020 may include an animation description type 2021. The animation description type 2021 may refer to the animation description type 1710 of FIG. 17.


Table 71 below shows a specific embodiment of the motion 2020.












TABLE 71







Name custom character
Description custom character









MoveDown custom character
move down custom character



MoveLeft custom character
move left custom character



MoveRight custom character
move right custom character



MoveUp custom character
move up custom character



Turn180 custom character
make a turn for 180° custom character



Turnback180 custom character
make a turn back for 180° custom character



TurnLeft custom character
turn left custom character



TurnRight custom character
turn right custom character



Turn360 custom character
make a turn for 360° custom character



Turnback360 custom character
make a turn back for 360° custom character



FreeDirection custom character
Move to an arbitrary




direction custom character



Appear custom character
appear from somewhere custom character



Away custom character
go away custom character



Disappear custom character
disappear somewhere custom character



Falldown custom character
falling down custom character



Bounce custom character
Bounce custom character



Toss custom character
Toss custom character



Spin custom character
Spin custom character



Fly custom character
Fly custom character



Vibrate custom character
Vibrate custom character



Flow custom character
Flow custom character










The deformation 2030 refers to a set of deformation animation. Depending on embodiments, the deformation 2030 may include an animation description type 2031. The animation description type 2031 may refer to the animation description type 1710 of FIG. 17.


Table 71-1 below shows a specific embodiment of the deformation 2030.












TABLE 71-1







Name custom character
Description custom character









Flip custom character
Flip custom character



Stretch custom character
Stretch custom character



Swirl custom character
Swirl custom character



Twist custom character
Twist custom character



Bend custom character
Bend custom character



Roll custom character
Roll custom character



Press custom character
Press custom character



FallToPieces custom character
Falling to pieces custom character



Explode custom character
Exploding custom character



Fire custom character
firing custom character










The additional animation 2040 may include at least one link with respect to the animation file. Depending on embodiments, the additional animation 2040 may include an animation resources description type 2041. The animation resources description type 2041 may refer to the animation resources description type 1810 described with reference to FIG. 18.


Depending on embodiments, the VO animation type 2010 may be expressed using the XML, for example, as shown below in Source 71-2. However, a program source shown in Source 71-2 is not limiting and is only an example embodiment.












Source 71-2















<!-- ################################################ -->


<!-- VO Animation Type            -->


<!-- ################################################ -->


<complexType name=“VOAnimationType”>


  <sequence>


    <element name=“Motion”


type=“vwoc:AnimationDescriptionType” minOccurs=“0”


maxOccurs=“unbounded”/>


    <element name=“Deformation”


type=“vwoc:AnimationDescriptionType”


minOccurs=“0” maxOccurs=“unbounded”/>


    <element name=“AdditionalAnimation”


type=“vwoc:AnimationResourcesDescriptionType”


minOccurs=“0” maxOccurs=“unbounded”/>


  </sequence>


</complexType>









Table 71-3 shows example binary representation syntax corresponding to the VO animation type 2010, according to the example embodiments.











TABLE 71-3






Number



VOAnimationType{ custom character
of bits
Mnemonic







 NumMotion custom character

custom character

vluimsbf5 custom character


 NumDeformation custom character

custom character

vluimsbf5 custom character


 NumAdditionalAnimation custom character

custom character

vluimsbf5 custom character


 for(k = 0;k < NumMotion;k+ +){ custom character

custom character


custom character



  Motion custom character

custom character

AnimatonDescriptionType custom character


 } custom character

custom character


custom character



 for(k =0;k < NumDeformation;k+ +) { custom character

custom character


custom character



  Deformation custom character

custom character

AnimationDescriptionType custom character


 } custom character

custom character


custom character



 for(k = 0;k < NumAdditionalAnimation;k + +){ custom character

custom character


custom character



  AdditionalAnimation custom character

custom character

AnimationResourcesDescriptionType custom character


 } custom character

custom character


custom character



} custom character

custom character


custom character










Table 71-4 shows example descriptor components semantics of the VO animation type 2010, according to the example embodiments.










TABLE 71-4





Names custom character
Description custom character







VOAnimationType custom character
Defines the animation



of virtual object. custom character


NumMotion custom character
This field, which is only present in the



binary representation, specifies the



number of rigid motion elements. custom character


NumDeformation custom character
This field, which is only present in the



binary representation, specifies the



number of deformation action



elements. custom character


NumAdditionalAnimation custom character
This field, which is only present in the



binary representation, specifies the



number of additional animation



elements. custom character



custom character


custom character



Motion custom character
Set of animations defined as a



rigid motion. custom character














Binary





representation custom character





(4 bits) custom character
description custom character

custom character







 1 custom character
move down custom character

custom character




 2 custom character
move left custom character

custom character




 3 custom character
move right custom character

custom character




 4 custom character
move up custom character

custom character




 5 custom character
turn 180 custom character

custom character




 6 custom character
turn back 180 custom character

custom character




 7 custom character
turn left custom character

custom character




 8 custom character
turn right custom character

custom character




 9 custom character
turn 360 custom character

custom character




10 custom character
turn back 360 custom character

custom character




11 custom character
free direction custom character

custom character




12 custom character
appear custom character

custom character




13 custom character
away custom character

custom character




14 custom character
disappear custom character

custom character




15 custom character
fall down custom character

custom character




16 custom character
bounce custom character

custom character




17 custom character
toss custom character

custom character




18 custom character
spin custom character

custom character




19 custom character
fly custom character

custom character




20 custom character
vibrate custom character

custom character




21 custom character
flow custom character

custom character




 0, 22-64 custom character
Reserved custom character

custom character













Set of animations for



deformation action. custom character











Binary





representation




Deformation custom character
(4 bits) custom character
description custom character

custom character







1 custom character
flip custom character

custom character




2 custom character
stretch custom character

custom character




3 custom character
swirl custom character

custom character




4 custom character
twist custom character

custom character




5 custom character
bend custom character

custom character




6 custom character
roll custom character

custom character




7 custom character
press custom character

custom character




8 custom character
fall to pieces custom character

custom character




9 custom character
explode custom character

custom character




10 custom character
fire custom character

custom character




0, 11-64 custom character
Reserved custom character

custom character









AdditionalAnimation custom character
Set of animations for additional



animation files. custom character










FIG. 30 is a flowchart illustrating a data transmission method, according to example embodiments.


Referring to FIG. 30, the data transmission method to transmit data from a first virtual world to a second virtual world may encode information on the first virtual world into first metadata, in operation S2110.


The virtual world may be classified into a virtual environment and a virtual world object. The virtual world object may characterize various types of object in the virtual environment. In addition, the virtual world object may provide interaction in the virtual environment.


The virtual world object may include an avatar and a virtual object. The avatar may be used as representation of a user in the virtual environment.


Information on the virtual world may include at least one of information relating to the avatar of the virtual world and information relating to the virtual object of the virtual world.


The data transmission method may generate the first metadata by encoding the information on the first virtual world into a binary format. In addition, the data transmission method may generate the first metadata by encoding the information on the first virtual world into the binary format and losslessly compressing the binary format information.


Depending on embodiments, the data transmission method may generate the first metadata by encoding the information on the first virtual world into an XML format and encoding the XML format information into a binary format. In addition, the data transmission method may generate the first metadata by encoding the information on the first virtual world into an XML format, encoding the XML format information into a binary format, and losslessly compressing the binary format information.


The data transmission method may transmit the encoded first metadata to the second virtual world, in operation S2120. Depending on embodiments, the transmission unit 212 may transmit the encoded first metadata to a data transmission apparatus that corresponds to the second virtual world.


The data transmission method may receive the second metadata related to the second virtual world in operation S2130.


In addition, the data transmission method may decode the received second metadata in operation S2140. The data transmission method may recover information on the second virtual world by decoding the second metadata.


The methods according to the above-described example embodiments may be recorded in non-transitory computer-readable media including program instructions to implement various operations embodied by a computer. The media may also include, alone or in combination with the program instructions, data files, data structures, and the like. The program instructions recorded on the media may be those specially designed and constructed for the purposes of the example embodiments, or they may be of the kind well-known and available to those having skill in the computer software arts. Examples of non-transitory computer-readable media include magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD ROM disks and DVDs; magneto-optical media such as optical disks; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory (ROM), random access memory (RAM), flash memory, and the like. The media may be transfer media such as optical lines, metal lines, or waveguides including a carrier wave for transmitting a signal designating the program command and the data construction. Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter. The described hardware devices may be configured to act as one or more software modules in order to perform the operations of the above-described example embodiments, or vice versa. Examples of the magnetic recording apparatus include a hard disk device (HDD), a flexible disk (FD), and a magnetic tape (MT). Examples of the optical disk include a DVD (Digital Versatile Disc), a DVD-RAM, a CD-ROM (Compact Disc-Read Only Memory), and a CD-R (Recordable)/RW.


Further, according to an aspect of the embodiments, any combinations of the described features, functions and/or operations can be provided.


Moreover, the data transmission apparatus, and its various embodiments, may include at least one processor to execute at least one of the above-described units and methods.


Although example embodiments have been shown and described, it would be appreciated by those skilled in the art that changes may be made in these example embodiments without departing from the principles and spirit of the disclosure, the scope of which is defined in the claims and their equivalents.

Claims
  • 1. A data transmission apparatus that transmits data relating to a first virtual world defining a first interactable computer-based simulated environment to a second virtual world defining a second interactable computer-based simulated environment, the data transmission apparatus comprising: an encoder, configured by a processor, to encode information relating to the first virtual world for a virtual world object into a first metadata, based on a binary representation syntax; anda transmission unit, configured by the processor, to transmit the first metadata to the second virtual world,wherein the binary representation syntax defines elements available to be included in respective metadata, with flags in a corresponding metadata indicating which of the elements are present in the corresponding metadata,wherein the first metadata comprises the flags and at least one element corresponding to at least one flag having a predetermined logic value that indicates presence of the at least one element in the first metadata,wherein the elements comprise:Identification describing an identification of a corresponding virtual world object;SoundList describing a sound effect associated to the corresponding virtual world object;ControlList describing a controlling of scaling, translation, or rotation associated to the corresponding virtual world object;EventList describing an input event associated to the corresponding virtual world object; andBehaviorModelList describing a behavior model associated to the corresponding virtual world object,wherein the binary representation syntax defines a fixed region of each of the respective metadata comprising the flags and a variable region of each of the respective metadata respectively configured to comprise elements indicated as being present in the respective metadata according to the flags,wherein a bit number of the fixed region is defined based on a number of the flags, and an order of present elements included in the variable region is defined according to an order of the flags in the fixed region,wherein the first metadata comprises the flags included in the fixed region and the at least one element included in the variable region according to an order of the at least one flag having the predetermined logic value, andwherein another data transmission apparatus receives the encoded information and applies the encoded information to the second virtual world.
  • 2. The data transmission apparatus of claim 1, wherein the encoder generates the first metadata by encoding the information relating to the first virtual world into a binary format.
  • 3. The data transmission apparatus of claim 2, wherein the encoder generates the first metadata by losslessly compressing the information encoded into the binary format.
  • 4. The data transmission apparatus of claim 1, wherein the encoder generates the first metadata by encoding the information relating to the first virtual world into an XML format and encoding the XML format information into a binary format.
  • 5. The data transmission apparatus of claim 4, wherein the encoder generates the first metadata by losslessly compressing the information encoded into the binary format.
  • 6. The data transmission apparatus of claim 1, wherein the information relating to the first virtual world comprises at least one of information relating to an avatar of the first virtual world and information relating to a virtual object of the first virtual world.
  • 7. The data transmission apparatus of claim 1, further comprising: a receiving unit, configured by the processor, to receive second metadata encoded from information on the second virtual world; anda decoder, configured by the processor, to decode the second metadata.
  • 8. A data transmission method to transmit data relating to a first virtual world defining a first interactable computer-based simulated environment to a second virtual world defining a second interactable computer-based simulated environment, the data transmission method comprising: encoding, by a processor, information relating to the first virtual world for a virtual world object into a first metadata, based on a binary representation syntax; andtransmitting, by the processor, the first metadata to the second virtual world,wherein the binary representation syntax defines elements available to be included in respective metadata, with flags in a corresponding metadata indicating which of the elements are present in the corresponding metadata,wherein the first metadata comprises the flags and at least one element corresponding to at least one flag having a predetermined logic value that indicates presence of the at least one element in the first metadata,wherein the elements comprise:Identification describing an identification of a corresponding virtual world object;SoundList describing a sound effect associated to the corresponding virtual world object;ControlList describing a controlling of scaling, translation, or rotation associated to the corresponding virtual world object;EventList describing an input event associated to the corresponding virtual world object; andBehaviorModelList describing a behavior model associated to the corresponding virtual world object,wherein the binary representation syntax defines a fixed region of each of the respective metadata comprising the flags and a variable region of each of the respective metadata respectively configured to comprise elements indicated as being present in the respective metadata according to the flags,wherein a bit number of the fixed region is defined based on a number of the flags, and an order of present elements included in the variable region is defined according to an order of the flags in the fixed region,wherein the first metadata comprises the flags included in the fixed region and the at least one element included in the variable region according to an order of the at least one flag having the predetermined logic value, andwherein another data transmission apparatus receives the encoded information and applies the encoded information to the second virtual world.
  • 9. The data transmission method of claim 8, wherein the encoding comprises generating the first metadata by encoding the information relating to the first virtual world into a binary format.
  • 10. The data transmission method of claim 9, wherein the encoding comprises: generating the first metadata by losslessly compressing the information encoded into the binary format.
  • 11. The data transmission method of claim 8, wherein the encoding comprises: generating the first metadata by encoding the information relating to the first virtual world into an XML format and encoding the XML format information into a binary format.
  • 12. The data transmission method of claim 11, wherein the encoding comprises: generating the first metadata by losslessly compressing the information encoded into the binary format.
  • 13. The data transmission method of claim 8, further comprising: receiving second metadata encoded from information relating to the second virtual world; anddecoding the second metadata.
  • 14. A non-transitory computer readable recording medium storing a program to cause a computer to implement the method of claim 8.
  • 15. A system for transmitting data between a first virtual world defining a first interactable computer-based simulated environment and a second virtual world defining a second interactable computer-based simulated environment, the system comprising: a first data transmission apparatus configured by a processor to encode information relating to the first virtual world, and to transmit the encoded information to a second data transmission apparatus; andthe second data transmission apparatus configured by the processor to receive the encoded information from the first data transmission apparatus, and to decode the received encoded information based on a binary representation syntax,wherein the decoded information is applied to the second virtual world,wherein the binary representation syntax defines elements available to be included in a virtual world object, with flags indicating which of the elements are present in the virtual world object, andwherein the encoded information comprises the flags and at least one element corresponding to at least one flag having a predetermined logic value that indicates presence of the at least one element,wherein the elements comprise:Identification describing an identification of the virtual world object;SoundList describing a sound effect associated to the virtual world object;ControlList describing a controlling of scaling, translation, or rotation associated to the virtual world object;EventList describing an input event associated to the virtual world object; andBehaviorModelList describing a behavior model associated to the virtual world object,wherein the binary representation syntax defines a fixed region comprising the flags and a variable region comprising the elements indicated as being present according to the flags,wherein a bit number of the fixed region is defined based on a number of the flags, and an order of present elements included in the variable region is defined according to an order of the flags in the fixed region, andwherein the encoded information comprises the flags included in the fixed region and the at least one element included in the variable region according to an order of the at least one flag having the predetermined logic value.
Priority Claims (1)
Number Date Country Kind
10-2010-0070667 Jul 2010 KR national
PCT Information
Filing Document Filing Date Country Kind 371c Date
PCT/KR2011/005379 7/21/2011 WO 00 3/29/2013
Publishing Document Publishing Date Country Kind
WO2012/011755 1/26/2012 WO A
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Related Publications (1)
Number Date Country
20130204852 A1 Aug 2013 US