9,521 research outputs found

    Aerospace medicine and biology: A continuing bibliography with indexes, supplement 203

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    This bibliography lists 150 reports, articles, and other documents introduced into the NASA scientific and technical information system in January 1980

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    Motion deformation style control technique for 3D humanoid character by using MoCap data

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    Realistic humanoid 3D character movement is very important to apply in the computer games, movies, virtual reality and mixed reality environment. This paper presents a technique to deform motion style using Motion Capture (MoCap) data based on computer animation system. By using MoCap data, natural human action style could be deforming. However, the structure hierarchy of humanoid in MoCap Data is very complex. This method allows humanoid character to respond naturally based on user motion input. Unlike existing 3D humanoid character motion editor, our method produces realistic final result and simulates new dynamic humanoid motion style based on simple user interface control. Ā© 2016 Penerbit UTM Press. All rights reserve

    CASA 2009:International Conference on Computer Animation and Social Agents

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    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ā€˜machinesā€™ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding Ā£87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: ā€¢ 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. ā€¢ 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. ā€¢ 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    EDITING VIRTUAL HUMAN MOTION TECHNIQUES WITH DYNAMIC MOTION SIMULATOR AND CONTROLLER

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    Real-time biped character stepping

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    PhD ThesisA rudimentary biped activity that is essential in interactive evirtual worlds, such as video-games and training simulations, is stepping. For example, stepping is fundamental in everyday terrestrial activities that include walking and balance recovery. Therefore an eļ¬€ective 3D stepping control algorithm that is computationally fast and easy to implement is extremely valuable and important to character animation research. This thesis focuses on generating real-time controllable stepping motions on-the-ļ¬‚y without key-framed data that are responsive and robust (e.g.,can remain upright and balanced under a variety of conditions, such as pushes and dynami- cally changing terrain). In our approach, we control the characterā€™s direction and speed by means of varying the stepposition and duration. Our lightweight stepping model is used to create coordinated full-body motions, which produce directable steps to guide the character with speciļ¬c goals (e.g., following a particular path while placing feet at viable locations). We also create protective steps in response to random disturbances (e.g., pushes). Whereby, the system automatically calculates where and when to place the foot to remedy the disruption. In conclusion, the inverted pendulum has a number of limitations that we address and resolve to produce an improved lightweight technique that provides better control and stability using approximate feature enhancements, for instance, ankle-torque and elongated-body

    Aerospace Medicine and Biology: A continuing bibliography with indexes (supplement 291)

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    This bibliography lists 131 reports, articles and other documents introduced into the NASA scientific and technical information system in November 1986
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