Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SAB94 Proceedings of the third international conference on Simulation of adaptive behavior : from animals to animats 3: from animals to animats 3
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Multi-level direction of autonomous creatures for real-time virtual environments
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
The Animation of Autonomous Actors Based on Production Rules
CA '96 Proceedings of the Computer Animation
Simulation on pattern design in group calisthenics
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Presence: Teleoperators and Virtual Environments
A real-time collision detection algorithm for mobile billiards game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Journal of Visualization
Virtual reality and mixed reality for virtual learning environments
Computers and Graphics
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Virtual reality has been applied to many areas such as education, art, entertainment, engineering, and sports simulation. Two case studies for sports simulation are presented here: the simulation of pattern design for group calisthenics and the simulation of the layout for group eurhythmics (art gymnastics). Virtual human technique is employed in both simulation systems. In case study 1, the authors studied group calisthenics training simulation to reduce rehearsal time. Several path-planning methods and a collision avoidance algorithm are presented. The new algorithm is simpler and more efficient than former methods. The system can help group calisthenics arrangement personnel improve designing quality and efficiency of transforming of alignment and pattern. In case study 2, the authors design and implement a simulation system for the group eurhythmics layout. It provides a direct and convenient method to train athletes for the eurhythmics team coaches. Experimental results illustrate the efficiency of the prototype systems.