Enhanced interactive gaming by blending full-body tracking and gesture animation

  • Authors:
  • Amit Bleiweiss;Dagan Eshar;Gershom Kutliroff;Alon Lerner;Yinon Oshrat;Yaron Yanai

  • Affiliations:
  • Omek Interactive;Omek Interactive;Omek Interactive;Omek Interactive;Omek Interactive;Omek Interactive

  • Venue:
  • ACM SIGGRAPH ASIA 2010 Sketches
  • Year:
  • 2010

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Abstract

Animating in-game avatars using real time motion capture data is highly appealing and is becoming more widespread due to the accessibility of researchers and developers to consumer priced depth sensors [Microsoft Kinect 2010]. Depth sensors allow for a cheap and robust motion capture solution which can be naturally adapted to games. However, in spite of the many advantages of using real-time motion capture data for animating avatars in games, there are two major challenges. The first is due to the limitations of the current tracking techniques in producing smooth, noise free, accurate animation in real-time. The second, and more acute problem, stems from the fact that in most games, the movements of the animated avatar are expected to be more expressive than the player's actual movements. In such cases, one would like to visually enhance the player's motion to display exaggerated or even super-natural motions.