1,650 research outputs found

    Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing

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    The growth of motion capture systems have contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the captured motions normally attend specific needs. As an effort for adapting and reusing captured human motions in new tasks and environments and improving the animator’s work, we present and discuss a new data-driven constraint-based animation system for interactive human motion editing. This method offers the compelling advantage that it provides faster deformations and more natural-looking motion results compared to goal-directed constraint-based methods found in the literature

    Motion Modeling: Can We Get Rid of Motion Capture?

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    For situations like crowd simulation, serious games, and VR-based training, flexible and spontaneous movements are extremely important. Motion models would be the best strategy to adopt, but unfortunately, they are very costly to develop and the results are disappointing. Motion capture is still the most popular way. The ultimate in terms of motion models seems to be data-driven. Motion retargeting and PCA-based models are well used but they still rely strongly to Motion Capture. In this paper, we try to analyze the situation and illustrate it using a few case studies

    Data-driven constraint-based motion editing

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    The growth of motion capture systems has contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the various captured motions normally require specific needs. Consequently, modifying and reusing these motions in new situations – for example, retargeting it to a new environment – became an increasing area of research known as motion editing. In the last few years, human motion editing has become one of the most active research areas in the field of computer animation. In this thesis, we introduce and discuss a novel method for interactive human motion editing. Our main contribution is the development of a Low-dimensional Prioritized Inverse Kinematics (LPIK) technique that handles user constraints within a low-dimensional motion space – also known as the latent space. Its major feature is to operate in the latent space instead of the joint space. By construction, it is sufficient to constrain a single frame with LPIK to obtain a natural movement enforcing the intrinsic motion flow. The LPIK has the advantage of reducing the size of the Jacobian matrix as the motion latent space dimension is small for a coordinated movement compared to the joint space. Moreover, the method offers the compelling advantage that it is well suited for characters with large number of degrees of freedom (DoFs). This is one of the limitations of IK methods that perform optimizations in the joint space. In addition, our method still provides faster deformations and more natural-looking motion results compared to goal-directed constraint-based methods found in the literature. Essentially, our technique is based on the mathematical connections between linear motion models such as Principal Component Analysis (PCA) and Prioritized Inverse Kinematics (PIK). We use PCA as a first stage of preprocessing to reduce the dimensionality of the database to make it tractable and to encapsulate an underlying motion pattern. And after, to bound IK solutions within the space of natural-looking motions. We use PIK to allow the user to manipulate constraints with different priorities while interactively editing an animation. Essentially, the priority strategy ensures that a higher priority task is not affected by other tasks of lower priority. Furthermore, two strategies to impose motion continuity based on PCA are introduced. We show a number of experiments used to evaluate and validate (both qualitatively and quantitatively) the benefits of our method. Finally, we assess the quality of the edited animations against a goal-directed constraint-based technique, to verify the robustness of our method regarding performance, simplicity and realism

    Defining Interaction within Immersive Virtual Environments

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    PhDThis thesis is concerned with the design of Virtual Environments (YEs) - in particular with the tools and techniques used to describe interesting and useful environments. This concern is not only with respect to the appearance of objects in the VE but also with their behaviours and their reactions to actions of the participants. The main research hypothesis is that there are several advantages to constructing these interactions and behaviours whilst remaining immersed within the VE which they describe. These advantages include the fact that editing is done interactively with immediate effect and without having to resort to the usual edit-compile-test cycle. This means that the participant doesn't have to leave the VE and lose their sense of presence within it, and editing tasks can take advantage of the enhanced spatial cognition and naturalistic interaction metaphors a VE provides. To this end a data flow dialogue architecture with an immersive virtual environment presentation system was designed and built. The data flow consists of streams of data that originate at sensors that register the body state of the participant, flowing through filters that modify the streams and affect the yE. The requirements for such a system and the filters it should contain are derived from two pieces of work on interaction metaphors, one based on a desktop system using a novel input device and the second a navigation technique for an immersive system. The analysis of these metaphors highlighted particular tasks that such a virtual environment dialogue architecture (VEDA) system might be used to solve, and illustrate the scope of interactions that should be accommodated. Initial evaluation of the VEDA system is provided by moderately sized demonstration environments and tools constructed by the author. Further evaluation is provided by an in-depth study where three novice VE designers were invited to construct VEs with the VEDA system. This highlighted the flexibility that the VEDA approach provides and the utility of the immersive presentation over traditional techniques in that it allows the participant to use more natural and expressive techniques in the construction process. In other words the evaluation shows how the immersive facilities of VEs can be exploited in the process of constructing further VEs

    Advanced Mobile Robotics: Volume 3

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    Mobile robotics is a challenging field with great potential. It covers disciplines including electrical engineering, mechanical engineering, computer science, cognitive science, and social science. It is essential to the design of automated robots, in combination with artificial intelligence, vision, and sensor technologies. Mobile robots are widely used for surveillance, guidance, transportation and entertainment tasks, as well as medical applications. This Special Issue intends to concentrate on recent developments concerning mobile robots and the research surrounding them to enhance studies on the fundamental problems observed in the robots. Various multidisciplinary approaches and integrative contributions including navigation, learning and adaptation, networked system, biologically inspired robots and cognitive methods are welcome contributions to this Special Issue, both from a research and an application perspective
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