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From Virtual Live Entertainment to Real-Time Telepresence: Interoperable and Latency-Aware End-to-End Avatar
Abstract:
Avatar-mediated interaction increasingly spans virtual live entertainment and real-time telepresence, making interoperability and end-to-end latency central to user experience. This Perspective and Overview article surveys interoperable and latency-aware avatar pipelines with an emphasis on deployment contexts across the Asia-Pacific (AP)region. After introducing core animation primitives (blendshape-based facial deformation and skeletal animation with linear blend skinning), interoperability is formalized as a three-layer stack: asset containers, semantic control interfaces (highlighting VRM semantics and reusable motion via VRM Animation, .vrma), and streaming/transport rules. System bottlenecks are then outlined, including latency, robustness, etc., together with practical mitigation strategies based on prediction, scalable parameter streams, and compression of time-varying animation signals. Evaluation is organized around pipeline failure modes, temporal stability, signal-domain distortion, and multi-criteria subjective assessment. Finally, emerging directions in Asia-Pacific research and industry are outlined, including 3D Gaussian splatting (3DGS) avatars for mobile and augmented-reality telepresence, as well as text-to-motion models for intent-driven motion synthesis.
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