SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
BEAT: the Behavior Expression Animation Toolkit
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
Construction and animation of anatomically based human hand models
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Handrix: animating the human hand
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Perceptual metrics for character animation: sensitivity to errors in ballistic motion
ACM SIGGRAPH 2003 Papers
Automatic splicing for hand and body animations
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Musculotendon simulation for hand animation
ACM SIGGRAPH 2008 papers
Dextrous manipulation from a grasping pose
ACM SIGGRAPH 2009 papers
Sleight of hand: perception of finger motion from reduced marker sets
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Synthesis of detailed hand manipulations using contact sampling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Data-driven finger motion synthesis for gesturing characters
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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In this paper, we explore the perception of finger motions of virtual characters. In three experiments, designed to investigate finger animations, we asked the following questions: When are errors in finger motion noticeable? What are the consequences of these errors? What animation method should we recommend? We found that synchronization errors of as little as 0.1s can be detected, but that the perceptibility of errors is highly dependent on the type of motion. Errors in finger animations can change the interpretation of a scene even without altering its perceived quality. Finally, out of the four conditions tested -- original motion capture, no motions, keyframed animation and randomly selected motions -- the original motion captured movements were rated as having the highest quality.