A global human walking model with real-time kinematic personification
The Visual Computer: International Journal of Computer Graphics - Special issue on computer animation 1989/90
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Knowledge-driven, interactive animation of human running
GI '96 Proceedings of the conference on Graphics interface '96
Adapting simulated behaviors for new characters
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Sand grain analysis—image processing, textural algorithms and neural nets
Computers & Geosciences
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
A Software System to Carry-out Virtual Experiments on Human Motion
CA '99 Proceedings of the Computer Animation
Real handball goalkeeper vs. virtual handball thrower
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Double dribble: illusionism, mixed reality, and the sports fan experience
Proceedings of the international conference on Advances in computer entertainment technology
TacTowers: an interactive training equipment for elite athletes
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Interaction technology for collective and psychomotor training in sports
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Evaluating performance in tiled displays: navigation and wayfinding
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Technical Section: A review of virtual environments for training in ball sports
Computers and Graphics
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Virtual reality is currently used in several application fields. In those applications and, especially in sports, the motor behavior of the subjects plays a major role. We propose to test the specific problem of handball goalkeeper and thrower duel. To this end, we studied if real handball goalkeepers react in a virtual scenery as in real game. The virtual scenery is composed of virtual opponents that are driven by a kinematical animation model. This model enables to change a specific parameter in the virtual thrower's motion and to examine the resulting effects on the goalkeepers' reactions. This paper aims at verifying if this animation model reproduces real motions with an enough accuracy to engender realistic goalkeepers reactions. Our results show that this kind of model enables to carry-out virtual experiments without modifying the natural gestures of the subjects.