V-COLLIDE: accelerated collision detection for VRML
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
Direct 3D interaction with smart objects
Proceedings of the ACM symposium on Virtual reality software and technology
Interactive Manipulation Planning for Animated Characters
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Avocado: A Distributed Virtual Reality Framework
VR '99 Proceedings of the IEEE Virtual Reality
Synthesizing animations of human manipulation tasks
ACM SIGGRAPH 2004 Papers
Physically based grasping control from example
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the ACM symposium on Virtual reality software and technology
Study on interaction-induced symptoms with respect to virtual grasping and manipulation
International Journal of Human-Computer Studies
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Interactive virtual characters are nowadays commonplace in games, animations, and Virtual Reality (VR) applications. However, relatively few work has so far considered the animation of interactive object manipulations performed by virtual humans. In this paper, we first present a hierarchical control architecture incorporating plans, behaviors, and motor programs that enables virtual humans to accurately manipulate scene objects using different grasp types. Furthermore, as second main contribution, we introduce a method by which virtual humans learn to imitate object manipulations performed by human VR users. To this end, movements of the VR user are analyzed and processed into abstract actions. A new data structure called grasp events is used for storing information about user interactions with scene objects. High-level plans are instantiated based on grasp events to drive the virtual humans’ animation. Due to their high-level representation, recorded manipulations often naturally adapt to new situations without losing plausibility.