In the past decade, networked virtual environments (NVEs) have been an incr
easingly active area of research, with the first commercial systems emergin
g recently. Graphical and behavioral representation of users within such sy
stems is a particularly important issue that has lagged in development behi
nd other issues such as network architectures and space structuring. In thi
s paper, we expose the importance of using virtual humans within these syst
ems and provide a brief overview of several virtual humans technologies use
d in particular for simulation of crowds. As the main technical contributio
n, the paper presents the integration of these technologies with the COVEN-
DIVE platform, the extension of the DIVE system developed within the COVEN
project. In conjunction with this, we present our contributions through the
COVEN project to the MPEG-4 standard concerning the representation of virt
ual humans.