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Article: Interactive partner control in close interactions for real-time applications

TitleInteractive partner control in close interactions for real-time applications
Authors
KeywordsCharacter animation
Virtual partner
Motion capture
Close interactions
Issue Date2013
Citation
ACM Transactions on Multimedia Computing, Communications and Applications, 2013, v. 9, n. 3, article no. 21 How to Cite?
AbstractThis article presents a new framework for synthesizing motion of a virtual character in response to the actions performed by a user-controlled character in real time. In particular, the proposed method can handle scenes in which the characters are closely interacting with each other such as those in partner dancing and fighting. In such interactions, coordinating the virtual characters with the human player automatically is extremely difficult because the system has to predict the intention of the player character. In addition, the style variations from different users affect the accuracy in recognizing the movements of the player character when determining the responses of the virtual character. To solve these problems, our framework makes use of the spatial relationship-based representation of the body parts called interaction mesh, which has been proven effective for motion adaptation. The method is computationally efficient, enabling real-time character control for interactive applications. We demonstrate its effectiveness and versatility in synthesizing a wide variety of motions with close interactions. © 2013 ACM.
Persistent Identifierhttp://hdl.handle.net/10722/289032
ISSN
2023 Impact Factor: 5.2
2023 SCImago Journal Rankings: 1.399
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorHo, Edmond S.L.-
dc.contributor.authorChan, Jacky C.P.-
dc.contributor.authorKomura, Taku-
dc.contributor.authorLeung, Howard-
dc.date.accessioned2020-10-12T08:06:30Z-
dc.date.available2020-10-12T08:06:30Z-
dc.date.issued2013-
dc.identifier.citationACM Transactions on Multimedia Computing, Communications and Applications, 2013, v. 9, n. 3, article no. 21-
dc.identifier.issn1551-6857-
dc.identifier.urihttp://hdl.handle.net/10722/289032-
dc.description.abstractThis article presents a new framework for synthesizing motion of a virtual character in response to the actions performed by a user-controlled character in real time. In particular, the proposed method can handle scenes in which the characters are closely interacting with each other such as those in partner dancing and fighting. In such interactions, coordinating the virtual characters with the human player automatically is extremely difficult because the system has to predict the intention of the player character. In addition, the style variations from different users affect the accuracy in recognizing the movements of the player character when determining the responses of the virtual character. To solve these problems, our framework makes use of the spatial relationship-based representation of the body parts called interaction mesh, which has been proven effective for motion adaptation. The method is computationally efficient, enabling real-time character control for interactive applications. We demonstrate its effectiveness and versatility in synthesizing a wide variety of motions with close interactions. © 2013 ACM.-
dc.languageeng-
dc.relation.ispartofACM Transactions on Multimedia Computing, Communications and Applications-
dc.subjectCharacter animation-
dc.subjectVirtual partner-
dc.subjectMotion capture-
dc.subjectClose interactions-
dc.titleInteractive partner control in close interactions for real-time applications-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1145/2487268.2487274-
dc.identifier.scopuseid_2-s2.0-84880337401-
dc.identifier.volume9-
dc.identifier.issue3-
dc.identifier.spagearticle no. 21-
dc.identifier.epagearticle no. 21-
dc.identifier.eissn1551-6865-
dc.identifier.isiWOS:000321218800006-
dc.identifier.issnl1551-6857-

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