SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Limit cycle control and its application to the animation of balancing and walking
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Computational Geometry in C
On-line locomotion generation based on motion blending
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time human motion analysis and IK-based human figure control
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
Live Participant's Action Recognition for Virtual Reality Interactions
PG '97 Proceedings of the 5th Pacific Conference on Computer Graphics and Applications
FootSee: an interactive animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Animating reactive motion using momentum-based inverse kinematics: Motion Capture and Retrieval
Computer Animation and Virtual Worlds - CASA 2005
Human scale haptic interaction with a reactive virtual human in a realtime physics simulator
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
Virtualized Reality: Perspectives on 4D Digitization of Dynamic Events
IEEE Computer Graphics and Applications
Automatic learning of gesture recognition model using SOM and SVM
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part I
Body-controlled trampoline training games based on computer vision
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Character motion control interface with hand manipulation inspired by puppet mechanism
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Enhancing spatial perception and user experience in video games with volumetric shadows
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
Hi-index | 0.00 |
This paper presents a motion-capture-based control framework for third-person view virtual reality applications. Using motion capture devices, a user can directly control the full body motion of an avatar in virtual environments. In addition, using a third-person view, in which the user watches himself as an avatar on the screen, the user can sense his own movements and interactions with other characters and objects visually. However, there are still a few fundamental problems. First, it is difficult to realize physical interactions from the environment to the avatar. Second, it is also difficult for the user to walk around virtual environments because the motion capture area is very small compared to the virtual environments. This paper proposes a novel framework to solve these problems. We propose a tracking control framework in which the avatar is controlled so as to track input motion from a motion capture device as well as system generated motion. When an impact is applied to the avatar, the system finds an appropriate reactive motion and controls the weights of two tracking controllers in order to realize realistic and also controllable reactions. In addition, when the user walks in position, the system generates a walking motion for the controller to track. The walking speed and turn angle are also controlled through the user's walking gestures. Using our framework, the system generates seamless transitions between user controlled motions and system generated motions. In this paper, we also introduce a prototype application including a simplified optical motion capture system.