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Interactive control of avatars animated with human motion data

Interactive control of avatars animated with human motion data Interactive Control of Avatars Animated with Human Motion Data Jehee Lee Carnegie Mellon University Jinxiang Chai Carnegie Mellon University Paul S. A. Reitsma Brown University Jessica K. Hodgins Carnegie Mellon University Nancy S. Pollard Brown University Abstract Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is dif cult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input device. One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper, we show that such a motion database can be preprocessed for ‚exibility in behavior and ef cient search and exploited for real-time avatar control. Flexibility is created by identifying plausible transitions between motion segments, and ef cient search through the resulting graph structure is obtained through clustering. Three interface techniques are demonstrated for controlling avatar motion using this data structure: the user selects from a set of available choices, sketches a path through an environment, or acts http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Interactive control of avatars animated with human motion data

Association for Computing Machinery — Jul 23, 2002

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References (49)

Datasource
Association for Computing Machinery
Copyright
Copyright © 2002 by ACM Inc.
ISBN
1-58113-521-1
doi
10.1145/566570.566607
Publisher site
See Article on Publisher Site

Abstract

Interactive Control of Avatars Animated with Human Motion Data Jehee Lee Carnegie Mellon University Jinxiang Chai Carnegie Mellon University Paul S. A. Reitsma Brown University Jessica K. Hodgins Carnegie Mellon University Nancy S. Pollard Brown University Abstract Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is dif cult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input device. One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper, we show that such a motion database can be preprocessed for ‚exibility in behavior and ef cient search and exploited for real-time avatar control. Flexibility is created by identifying plausible transitions between motion segments, and ef cient search through the resulting graph structure is obtained through clustering. Three interface techniques are demonstrated for controlling avatar motion using this data structure: the user selects from a set of available choices, sketches a path through an environment, or acts

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