Legged robots that balance
Animation of dynamic legged locomotion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Sympathetic interfaces: using a plush toy to direct synthetic characters
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Computer Vision for Interactive Computer Graphics
IEEE Computer Graphics and Applications
FootSee: an interactive animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Walking-pad: a step-in-place locomotion interface for virtual environments
Proceedings of the 6th international conference on Multimodal interfaces
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Spatial keyframing for performance-driven animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Virtual Locomotion: Walking in Place through Virtual Environments
Presence: Teleoperators and Virtual Environments
SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Continuation methods for adapting simulated skills
ACM SIGGRAPH 2008 papers
Action capture with accelerometers
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Pen-to-mime: Pen-based interactive control of a human figure
Computers and Graphics
Performance-based control interface for character animation
ACM SIGGRAPH 2009 papers
Real-time hand-tracking with a color glove
ACM SIGGRAPH 2009 papers
New Interaction Concepts by Using the Wii Remote
Proceedings of the 13th International Conference on Human-Computer Interaction. Part II: Novel Interaction Methods and Techniques
Integrating a gesture interface to a commercial online dance game
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Wiimote robot control using human motion models
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
A user interface for VR-ready 3D medical imaging by off-the-shelf input devices
Computers in Biology and Medicine
Exploring strategies and guidelines for developing full body video game interfaces
Proceedings of the Fifth International Conference on the Foundations of Digital Games
An introduction to 3D spatial interaction with video game motion controllers
ACM SIGGRAPH 2010 Courses
A real-time performance system for virtual theater
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
Human activity recognition using inertial/magnetic sensor units
HBU'10 Proceedings of the First international conference on Human behavior understanding
Interaction with a virtual character through performance based animation
SG'10 Proceedings of the 10th international conference on Smart graphics
Enhanced interactive gaming by blending full-body tracking and gesture animation
ACM SIGGRAPH ASIA 2010 Sketches
Performance capture with physical interaction
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Responsive action generation by physically-based motion retrieval and adaptation
MIG'10 Proceedings of the Third international conference on Motion in games
Interactive methods of tele-operating a single unmanned ground vehicle on a small screen interface
Proceedings of the 6th international conference on Human-robot interaction
Motion reconstruction using sparse accelerometer data
ACM Transactions on Graphics (TOG)
Human motion reconstruction from force sensors
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
3D spatial interaction: applications for art, design, and science
ACM SIGGRAPH 2011 Courses
Layered interpolation for interactive avatar control
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Browsing large personal multimedia archives in a lean-back environment
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
Natural user interface for physics-based character animation
MIG'11 Proceedings of the 4th international conference on Motion in Games
3D-live: live interactions through 3D visual environments
Proceedings of the 2012 Virtual Reality International Conference
No sweat, no fun: large-gesture recognition for computer games
Proceedings of the 4th International Conference on Fun and Games
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
Human-computer dance interaction with realtime accelerometer control
Proceedings of the 20th ACM international conference on Multimedia
Real-time physical modelling of character movements with microsoft kinect
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Analyzing and evaluating markerless motion tracking using inertial sensors
ECCV'10 Proceedings of the 11th European conference on Trends and Topics in Computer Vision - Volume Part I
Creature features: online motion puppetry for non-human characters
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Character motion control interface with hand manipulation inspired by puppet mechanism
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Reconstructing whole-body motions with wrist trajectories
Graphical Models
Desenvolvimento de ambientes virtuais interativos usando Java e kinect
Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems
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In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controllers have been developed by both independent and commercial developers. We add to this growing library with three performance interfaces that allow the user to control the motion of a dynamically simulated, animated character through the motion of his or her arms, wrists, or legs. For comparison, we also implement a traditional joystick/button interface. We assess these interfaces by having users test them on a set of tracks containing turns and pits. Two of the interfaces (legs and wrists) were judged to be more immersive and were better liked than the joystick/button interface by our subjects. All three of the Wiimote interfaces provided better control than the joystick interface based on an analysis of the failures seen during the user study.