Measuring and predicting visual fidelity
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
An evaluation of a cost metric for selecting transitions between motion segments
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Obscuring length changes during animated motion
ACM SIGGRAPH 2004 Papers
Evaluating motion graphs for character navigation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computing the duration of motion transitions: an empirical approach
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Adaptive dynamics of articulated bodies
ACM SIGGRAPH 2005 Papers
A data-driven approach to quantifying natural human motion
ACM SIGGRAPH 2005 Papers
Analyzing the physical correctness of interpolated human motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Trajectory synthesis by hierarchical spatio-temporal correspondence: comparison of different methods
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Retargeting vector animation for small displays
MUM '05 Proceedings of the 4th international conference on Mobile and ubiquitous multimedia
Validating retargeted and interpolated locomotions by dynamics-based analysis
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Enabling real-time physics simulation in future interactive entertainment
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Flipping with physics: motion editing for acrobatics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Smooth movers: perceptually guided human motion simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
Presence: Teleoperators and Virtual Environments
Synthesis and evaluation of linear motion transitions
ACM Transactions on Graphics (TOG)
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
Perceptual evaluation of position and orientation context rules for pedestrian formations
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Effect of scenario on perceptual sensitivity to errors in animation
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Lighting-by-Example with Wavelets
SG '07 Proceedings of the 8th international symposium on Smart Graphics
Evaluating distance metrics for animation blending
Proceedings of the 4th International Conference on Foundations of Digital Games
Effect of scenario on perceptual sensitivity to errors in animation
ACM Transactions on Applied Perception (TAP)
Perceptually guided expressive facial animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fool me twice: Exploring and exploiting error tolerance in physics-based animation
ACM Transactions on Graphics (TOG)
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
The perception of finger motions
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Perceptual effects of scene context and viewpoint for virtual pedestrian crowds
ACM Transactions on Applied Perception (TAP)
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Perceiving motion transitions in pedestrian crowds
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Perceptual evaluation of human animation timewarping
ACM SIGGRAPH ASIA 2010 Sketches
Evaluating the physical realism of character animations using musculoskeletal models
MIG'10 Proceedings of the Third international conference on Motion in games
Spatiotemporal correspondence as a metric for human-like robot motion
Proceedings of the 6th international conference on Human-robot interaction
Perceiving alterations in trajectories while throwing in a virtual environment
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Footprint analysis and motion synthesis
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
Injury assessment for physics-based characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
The effect of posture and dynamics on the perception of emotion
Proceedings of the ACM Symposium on Applied Perception
Believability in simplifications of large scale physically based simulation
Proceedings of the ACM Symposium on Applied Perception
Generating human-like motion for robots
International Journal of Robotics Research
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Motion capture data and techniques for blending, editing, and sequencing that data can produce rich, realistic character animation; however, the output of these motion processing techniques sometimes appears unnatural. For example, the motion may violate physical laws or reflect unreasonable forces from the character or the environment. While problems such as these can be fixed, doing so is not yet feasible in real time environments. We are interested in developing ways to estimate perceived error in animated human motion so that the output quality of motion processing techniques can be better controlled to meet user goals.This paper presents results of a study of user sensitivity to errors in animated human motion. Errors were systematically added to human jumping motion, and the ability of subjects to detect these errors was measured. We found that users were able to detect motion with errors, and noted some interesting trends: errors in horizontal velocity were easier to detect than errors in vertical velocity, and added accelerations were easier to detect than added decelerations. On the basis of our results, we propose a perceptually based metric for measuring errors in ballistic human motion.