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Conference Paper: Perception based real-time dynamic adaptation of human motions

TitlePerception based real-time dynamic adaptation of human motions
Authors
Keywordsperception-based approach
physics
Motion adaptation
interaction
virtual human
Issue Date2010
PublisherSpringer.
Citation
Third International Conference on Motion in Games (MIG 2010), Utrecht, The Netherlands, 14-16 November 2010. In Motion in Games, 2010, p. 266-277 How to Cite?
AbstractThis paper presents a new real-time method for dynamics-based animation of virtual characters. It is based on rough physical approximations that lead to natural-looking and physically realistic human motions. The first part of this work consists in evaluating the relevant parameters of natural motions performed by people subject to various external perturbations. According to this pilot study, we have defined a method that is able to adapt in real-time the motion of a virtual character in order to satisfy kinematic and dynamic constraints, such as pushing, pulling and carrying objects with more or less mass. This method relies on laws provided by experimental studies that enable us to avoid using complex mechanical models and thus save computation time. One of the most important assumption consists in decoupling the pose of character and the timing of the motion. Thanks to this method, it is possible to animate up to 15 characters at 60Hz while dealing with complex kinematic and dynamic constraints. © 2010 Springer-Verlag Berlin Heidelberg.
Persistent Identifierhttp://hdl.handle.net/10722/288991
ISBN
ISSN
2023 SCImago Journal Rankings: 0.606
ISI Accession Number ID
Series/Report no.Lecture Notes in Computer Science ; 6459

 

DC FieldValueLanguage
dc.contributor.authorHoyet, Ludovic-
dc.contributor.authorMulton, Franck-
dc.contributor.authorKomura, Taku-
dc.contributor.authorLecuyer, Anatole-
dc.date.accessioned2020-10-12T08:06:24Z-
dc.date.available2020-10-12T08:06:24Z-
dc.date.issued2010-
dc.identifier.citationThird International Conference on Motion in Games (MIG 2010), Utrecht, The Netherlands, 14-16 November 2010. In Motion in Games, 2010, p. 266-277-
dc.identifier.isbn9783642169571-
dc.identifier.issn0302-9743-
dc.identifier.urihttp://hdl.handle.net/10722/288991-
dc.description.abstractThis paper presents a new real-time method for dynamics-based animation of virtual characters. It is based on rough physical approximations that lead to natural-looking and physically realistic human motions. The first part of this work consists in evaluating the relevant parameters of natural motions performed by people subject to various external perturbations. According to this pilot study, we have defined a method that is able to adapt in real-time the motion of a virtual character in order to satisfy kinematic and dynamic constraints, such as pushing, pulling and carrying objects with more or less mass. This method relies on laws provided by experimental studies that enable us to avoid using complex mechanical models and thus save computation time. One of the most important assumption consists in decoupling the pose of character and the timing of the motion. Thanks to this method, it is possible to animate up to 15 characters at 60Hz while dealing with complex kinematic and dynamic constraints. © 2010 Springer-Verlag Berlin Heidelberg.-
dc.languageeng-
dc.publisherSpringer.-
dc.relation.ispartofMotion in Games-
dc.relation.ispartofseriesLecture Notes in Computer Science ; 6459-
dc.subjectperception-based approach-
dc.subjectphysics-
dc.subjectMotion adaptation-
dc.subjectinteraction-
dc.subjectvirtual human-
dc.titlePerception based real-time dynamic adaptation of human motions-
dc.typeConference_Paper-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1007/978-3-642-16958-8_25-
dc.identifier.scopuseid_2-s2.0-78649652296-
dc.identifier.spage266-
dc.identifier.epage277-
dc.identifier.eissn1611-3349-
dc.identifier.isiWOS:000290370600025-
dc.publisher.placeBerlin-
dc.identifier.issnl0302-9743-

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