Fujipress Home | Search | About FINDER

Paper:
Language: English:

Generation of Character Motion by Using Reactive Motion Capture System with Force Feedback


Woong Choi*, Naoki Hashimoto**, Ross Walker*,
Kozaburo Hachimura*, and Makoto Sato**


*Ritsumeikan University, 1-1-1 Nojihigashi, Kusatsu, Japan
**Tokyo Institute of Technology, 4259 Nagatsuta, Midori-Ku, Yokohama, Japan


Received: May 31, 2007

Accepted: September 12, 2007


Keywords: motion capture, force feedback, human-scale virtual environments, virtual human

Journal ref: Journal of Advanced Computational Intelligence and Intelligent Informatics, Vol.12, No.2 pp. 116-124, 2008

Abstract



Creating reactive motions with conventional motion capture systems is difficult because of the different task environment required. To overcome this drawback, we developed a reactive motion capture system that combines conventional motion capture system with force feedback and a human-scale virtual environment. Our objective is to make animation with reactive motion data generated from the interaction with force feedback and the virtual environment, using the fact that a person’s motions in the real world can be represented by the reactions of the person to real objects. In this paper we present the results of some animations made under various scenarios using animating reactive motion generation with our reactive motion capture system. Our results demonstrate that the reactive motion generated by this system was useful for producing the animation including scenes of reactive motion.
preview Preview (PDF)  full text Full Text (PDF 887KB)

Reference

[1] D. C. Brogan, R. A. Metoyer, and J. K. Hodgins, “Dynamically simulated characters in virtual environment,” IEEE Computer Graphics and Applications, Vol.18, No.5, pp. 2-13, 1998.

[2] D. Tolani, A. Goswami, and N. Badler, “Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs,” Graphical models, Vol.62, No.5, pp. 353-388, 2000.

[3] C. Welman, “Inverse kinematics and geometric constraints for articulated figure manipulation,” Simon Fraser University, Vancouver, Master’s Thesis, 1993.

[4] H. Ko and N. Badler, “Animating human locomotion with inverse dynamics,” IEEE Computer Graphics and Applications, Vol.16, No.2, pp. 50-59, 1996.

[5] T. Molet, Z. Huang, R. Boulic, and D. Thalmann, “An Animation Interface Designed for Motion Capture,” Proc. Computer Animation’97, IEEE CS Press, pp. 77-85, 1997.

[6] T. Moeslund and E. Granum, “A Survey of Computer Vision-Based Human Motion Capture,” Computer Vision and Image Understanding, Vol.81, No.3, pp. 231-268, 2001.

[7] M. Gleicher, “Animation from observation: Motion capture and motion editing,” ACM SIGGRAPH Computer Graphics, Vol.33, No.4, pp. 51-54, 2000.

[8] W. Choi, S. Z. Jeong, N. Hasimoto, S. Hasegawa, Y. Koike, and M. Sato, “Reactive Motion Capture System Design using a Haptic Display,” The Journal of ITE, Vol.57, No.12, pp. 1727-1732, 2003.

[9] Y. Cai, M. Ishi, and M. Sato, “Position Measurement Improvement on a Force Display Device Usion Tensed Strings,” IEICE TRANS. INF. SYST.,E79-D-6, pp. 792-798, 1996.

[10] P. Glardon, R. Boulic, and D. Thalmann, “On-line Adapted Transition between Locomotion and Jump,” In Proc. of Computer Graphics Int. (CGI), pp. 44-50, 2005.

[11] B. Le Callennec, and R. Boulic, “Interactive Motion Deformation with Prioritized Constraints,” Proc. of ACM SIGGRAPH / Eurographics Symposium on Computer Animation, pp. 163-171, 2004.

[12] B. R. Donald and F. Henle, “Using Haptic Vector Fields for Animation Motion Control,” PCS-TR99-353, 1999.

[Notice]
* "Preview" is the first 2 pages of the article. You don't need the registration.
* To read the PDF file you will then need to download and install the Adobe Reader.
Adobe Reader is free and available for download here:

adobe reader

Terms and Conditions | Privacy Policy | Recruit | Advertising Information | Contact Us