21,469 research outputs found
Modular Control Laboratory System with Integrated Simulation, Animation, Emulation, and Experimental Components
A typical sequence for the design of a controller, given the desired objectives, is the following: system modeling, design and mathematical analysis, simulation studies, emulation, and experimental implementation. Most control courses thoroughly cover design and mathematical analysis and utilize a simulation or experimental project at the end of the course. However, animation and emulation are seldom utilized and projects rarely cover the entire controller design sequence. This paper presents a control laboratory system developed at the University of Missouri at Rolla that integrates simulation, animation, emulation, and experimental components. The laboratory system may be applied to a wide variety of controls courses, from undergraduate to graduate. In addition to the simulation and experimental studies, students utilize animation and emulation components. Animation allows the students to visualize, as well as validate, their controllers during the simulation design phase, and emulation allows students to debug their programs on the target processor before experimentally implementing their controllers. Two experiments are presented to demonstrate the modular control laboratory system
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ānaturalā) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
An Animation Framework for Continuous Interaction with Reactive Virtual Humans
We present a complete framework for animation of Reactive Virtual Humans that offers a mixed animation paradigm: control of different body parts switches between keyframe animation, procedural animation and physical simulation, depending on the requirements of the moment. This framework implements novel techniques to support real-time continuous interaction. It is demonstrated on our interactive Virtual Conductor
Integrating internal behavioural models with external expression
Users will believe in a virtual character more if they
can empathise with it and understand what āmakes it
tickā. This will be helped by making the motivations
of the character, and other processes that go towards
creating its behaviour, clear to the user. This paper
proposes that this can be achieved by linking the behavioural or cognitive system of the character to expressive behaviour. This idea is discussed in general
and then demonstrated with an implementation that
links a simulation of perception to the animation of a
characterās eyes
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