Huai-Che Lee, C. Chang, Jui-Shiang Chao, Wei-Te Lin
{"title":"Realistic Character Motion Response in Computer Fighting Game","authors":"Huai-Che Lee, C. Chang, Jui-Shiang Chao, Wei-Te Lin","doi":"10.1109/ISM.2007.30","DOIUrl":null,"url":null,"abstract":"We present a hybrid motion response model for presenting dynamic character behavior during character interactions in computer games. The method seamlessly integrates motion captured data with physics-based character simulation. The result preserves the desired character motion styles and allows physically realistic responsive behaviors for lifelike character presentation. Based on studies in human balance control and responsive behavior, we designed a mechanism to generate character balancing behaviors for a common computer fighting game scenario. The results demonstrate the capabilities of such mechanism as a set of building blocks for presenting more complex responsive behaviors in computer games.","PeriodicalId":129680,"journal":{"name":"Ninth IEEE International Symposium on Multimedia (ISM 2007)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Ninth IEEE International Symposium on Multimedia (ISM 2007)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISM.2007.30","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
We present a hybrid motion response model for presenting dynamic character behavior during character interactions in computer games. The method seamlessly integrates motion captured data with physics-based character simulation. The result preserves the desired character motion styles and allows physically realistic responsive behaviors for lifelike character presentation. Based on studies in human balance control and responsive behavior, we designed a mechanism to generate character balancing behaviors for a common computer fighting game scenario. The results demonstrate the capabilities of such mechanism as a set of building blocks for presenting more complex responsive behaviors in computer games.