2,418 research outputs found

    Zero-gravity movement studies

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    The use of computer graphics to simulate the movement of articulated animals and mechanisms has a number of uses ranging over many fields. Human motion simulation systems can be useful in education, medicine, anatomy, physiology, and dance. In biomechanics, computer displays help to understand and analyze performance. Simulations can be used to help understand the effect of external or internal forces. Similarly, zero-gravity simulation systems should provide a means of designing and exploring the capabilities of hypothetical zero-gravity situations before actually carrying out such actions. The advantage of using a simulation of the motion is that one can experiment with variations of a maneuver before attempting to teach it to an individual. The zero-gravity motion simulation problem can be divided into two broad areas: human movement and behavior in zero-gravity, and simulation of articulated mechanisms

    Socially Aware Motion Planning with Deep Reinforcement Learning

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    For robotic vehicles to navigate safely and efficiently in pedestrian-rich environments, it is important to model subtle human behaviors and navigation rules (e.g., passing on the right). However, while instinctive to humans, socially compliant navigation is still difficult to quantify due to the stochasticity in people's behaviors. Existing works are mostly focused on using feature-matching techniques to describe and imitate human paths, but often do not generalize well since the feature values can vary from person to person, and even run to run. This work notes that while it is challenging to directly specify the details of what to do (precise mechanisms of human navigation), it is straightforward to specify what not to do (violations of social norms). Specifically, using deep reinforcement learning, this work develops a time-efficient navigation policy that respects common social norms. The proposed method is shown to enable fully autonomous navigation of a robotic vehicle moving at human walking speed in an environment with many pedestrians.Comment: 8 page

    A method for autonomous positioning avatars in a group

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    In this paper, we describe a method to position a group of avatars in a virtual environment. The method aims at a group setting that seems natural for a group of people attending a guided tour and was developed in particular to assist participants by autonomously positioning their avatars on each stop of a virtual tour. The geometry of the virtual environment is key input, but also engagement of participants and possible social networks are taken into account. Consequently, it may serve to position avatars in similar type of situations
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