55 research outputs found

    Changing and diverse roles of women in American Indian cultures

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    Building behaviors with examples

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    Ph.D.Jessica K. Hodgin

    A Tangible Interface for High-Level Direction of Multiple Animated Characters

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    Many training, education, and visualization environments would benefit from realistic animated characters. Unfortunately, interfaces for character motion specification are often complex and ill-suited to non-experts. We present a tangible interface for basic character manipulation on planar surfaces. In particular, we focus on interface aspects specific to 2D gross character animation such as path and timing specification. Our approach allows for character manipulation and high-level motion specification through a natural metaphor – the figurine. We present an example interface for designing and visualizing strategy in the sport of American football and discuss usability studies of this interface. Key words: tangible interfaces, animation

    Special Issue Cataloging & Classification: Indigenous Knowledge Organization

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    The guest editors' introduction to a special issue on Indigenous knowledge organization published in Cataloging & Classification Quarterly.Library, UBCReviewedFacult

    Animating Athletic Motion Planning By Example

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    Character animation is usually reserved for highly skilled animators and computer programmers because few of the available tools allow the novice or casual user to create compelling animated content. In this paper, we explore a partial solution to this problem which lets the user coach animated characters by sketching their trajectories on the ground plane. The details of the motion are then computed with simulation. We create memory-based control functions for the high-level behaviors from examples supplied by the user and from real-world data of the behavior. The control function for the desired behavior is implemented through a lookup table using a nearest neighbor approximation algorithm. To demonstrate this approach, we present a system for defining the behaviors of defensive characters playing American football. The characters are implemented using either point-masses or dynamically simulated biped robots. We evaluate the quality of the coached behaviors by comparing the resulting trajectories to data from human players. We also assess the influence of the user's coaching examples by demonstrating that a user can construct a particular style of play
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