LOCOMOTION

New entry in the Digiplay Games Research Bibliography:

Tang, B.; Pan, Z. G.; Zheng, L.; Zhang, M. M. (2006)
Computer Animation and Virtual Worlds

Image of booksInteractive generation of falling motions for virtual character with realistic responses to unexpected push, hit or Collision With tire environment is interesting work to many applications, such as computer games, film production, and virtual training environments. In this paper, we propose a new method to simulate protective behaviors in response to tire ways a human may fall to the ground as Well as incorporate tire reactive motions into motion capture animation. It is based on simulated trajectory prediction and biomechanics inspired adjustment. According to the external perturbations, our system predicts a motion trajectory and uses it to select a desired transition-to sequence. At tire same time, physically generated falling motions will fill ill the gap between tire two-motion capture sequences before and after the transition. Utilizing a parallel simulation, our method is able to predict a character's motion trajectory real-time under dynamics, Which ensures that the character moves towards the target sequence and makes the character's behavior, more life-like. Our controller is designed to generate physically plausible motion-following all upcoming motion with adjustment from biomechanics rules, Which is key to avoid air unconscious look for a character during the transition. Based on a relatively small motion database, our system is effective in generating various interactive falling behaviors. Read more...

New entry in the Digiplay Games Research Bibliography:

Lathrop, W. B.; Kaiser, M. K. (2005)
Presence-Teleoperators and Virtual Environments

Image of booksExploration of virtual environments may be accomplished with different interface metaphors. Previous research suggests that vestibular and proprioceptive information provided by immersive interfaces facilitates spatial orientation on simple path-integration tasks. We examine whether these interface variables impact performance across paths of variable complexity. Our immersive interface provided all users the ability to conduct the search component of our task more efficiently. Our results, however, show that the immersive interface was no more effective than our nonimmersive one for maintaining orientation. In fact, the immersive interface had a negative impact on performance (absolute error) for individuals who had extensive experience with playing video games. When measured in terms of consistency of response, our results suggest that having extensive game-play experience will negatively impact orientation performance with both interfaces. We speculate that this is due to the conflicting nature of the skills that avid game players acquire in game-play versus those required to perform in our task. Read more...

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