The control of hand equilibrium trajectories in multi-joint arm movements
Biological Cybernetics
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Efficient generation of motion transitions using spacetime constraints
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Tracking and modifying human motion with dynamic simulation
ACM SIGGRAPH 99 Conference abstracts and applications
Integrated learning for interactive synthetic characters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Natural motion animation through constraining and deconstraining at will
IEEE Transactions on Visualization and Computer Graphics
Haptic interaction in augmented reality
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Tearable: haptic display that presents a sense of tearing real paper
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Feedback, affordances, and accelerators for training sports in virtual environments
Presence: Teleoperators and Virtual Environments
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In this article we propose a framework for haptic interaction with a reactive virtual human in a physically simulated virtual world. The user controls an avatar in the virtual world via human-scale haptic interface and interacts with the virtual human through the avatar. The virtual human recognizes the user's motion and reacts to it. We create a virtual boxing system as an application of the proposed framework. We performed an experiment to evaluate the validity of the reaction of the virtual human. We got confirmation that the proposed framework creates realistic reactions and that users can easily estimate the input motions of the avatar.