{"title":"Agent script generation using descriptive text documents","authors":"J. Balint, Y. Gingold, J. Allbeck","doi":"10.1145/2668064.2677076","DOIUrl":"https://doi.org/10.1145/2668064.2677076","url":null,"abstract":"When designing games, artists exert large efforts to create visually compelling scenes. Work such as WordsEye [Coyne and Sproat 2001] can assist artists by parsing natural language texts into static scenes. Complementary to this endeavour is the population of that environment by simulation authors. Adding agents to an environment with plausible behaviors is a time consuming process, as most require individual scripts to control their behavior. This generally degrades variability, as scripts are re-used. In order to assist in creating commands and scenes for virtual actors, we propose a method that can create scripts for agents to plausibly act within a virtual environment. This work is inspired by [Ma 2006], which provides an action to a virtual agent from a single sentence. However, our method works for several agents over longer periods of time.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117016327","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jose Guillermo Rangel Ramirez, Devin Lange, Panayiotis Charalambous, Claudia Esteves, J. Pettré
{"title":"Optimization-based computation of locomotion trajectories for crowd patches","authors":"Jose Guillermo Rangel Ramirez, Devin Lange, Panayiotis Charalambous, Claudia Esteves, J. Pettré","doi":"10.1145/2668064.2668094","DOIUrl":"https://doi.org/10.1145/2668064.2668094","url":null,"abstract":"Over the past few years, simulating crowds in virtual environments has become an important tool to give life to virtual scenes; be it movies, games, training applications, etc. An important part of crowd simulation is the way that people move from one place to another. This paper concentrates on improving the crowd patches approach proposed by Yersin et al. [Yersin et al. 2009] that aims on efficiently animating ambient crowds in a scene. This method is based on the construction of animation blocks (called patches) concatenated together under some constraints to create larger and richer animations with limited run-time cost. Specifically, an optimization based approach to generate smooth collision free trajectories for crowd patches is proposed. The contributions of this work to the crowd patches framework are threefold; firstly a method to match the end points of trajectories based on the Gale-Shapley algorithm [Gale and Shapley 1962] is proposed that takes into account preferred velocities and space coverage, secondly an improved algorithm for collision avoidance is proposed that gives natural appearance to trajectories and finally a cubic spline approach is used to smooth out generated trajectories. We demonstrate several examples of patches and how they were improved by the proposed method, some limitations and directions for future improvements.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128933539","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andrew W. Feng, Gale M. Lucas, S. Marsella, Evan A. Suma, C. Chiu, D. Casas, Ari Shapiro
{"title":"Acting the part: the role of gesture on avatar identity","authors":"Andrew W. Feng, Gale M. Lucas, S. Marsella, Evan A. Suma, C. Chiu, D. Casas, Ari Shapiro","doi":"10.1145/2668064.2668102","DOIUrl":"https://doi.org/10.1145/2668064.2668102","url":null,"abstract":"Recent advances in scanning technology have enabled the widespread capture of 3D character models based on human subjects. However, in order to generate a recognizable 3D avatar, the movement and behavior of the human subject should be captured and replicated as well. We present a method of generating a 3D model from a scan, as well as a method to incorporate a subjects style of gesturing into a 3D character. We present a study which shows that 3D characters that used the gestural style as their original human subjects were more recognizable as the original subject than those that don't.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"144 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124608281","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Computing shortest path maps with GPU shaders","authors":"C. Camporesi, Marcelo Kallmann","doi":"10.1145/2668064.2668092","DOIUrl":"https://doi.org/10.1145/2668064.2668092","url":null,"abstract":"We present in this paper a new GPU-based approach to compute Shortest Path Maps (SPMs) from a source point in a polygonal domain. Our method takes advantage of GPU polygon rasterization with shader programming. After encoding the SPM in the frame buffer, globally shortest paths are efficiently computed in time proportional to the number of vertices in the path, and length queries are computed in constant time. We have evaluated our method in multiple environments and our results show a significant speedup in comparison to previous approaches.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129073537","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Trade-offs between responsiveness and naturalness for player characters","authors":"Aline Normoyle, S. Jörg","doi":"10.1145/2668064.2668087","DOIUrl":"https://doi.org/10.1145/2668064.2668087","url":null,"abstract":"Real-time animation controllers are fundamental for animating characters in response to player input. However, the design of such controllers requires making trade-offs between the naturalness of the character's motions and the promptness of the character's response. In this paper, we investigate the effects of such tradeoffs on the players' enjoyment, control, satisfaction, and opinion of the character in a simple platform game. In our first experiment, we compare three controllers having the same responsiveness, but varying levels of naturalness. In the second experiment, we compare three controllers having increasing realism but at the expense of decreased responsiveness. Not surprisingly, our least responsive controller negatively affects players' performance and perceived ability to control the character. However, we also find that players are most satisfied with their own performance using our least natural controller, in which the character moves around the environment in a static pose; that differences in animation can significantly alter players' enjoyment with responsiveness being equal; and that players do not report increased motion quality with our most natural controller, despite viewers outside of a game context rating the same controller as significantly more natural than our other conditions.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116680430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alain Juarez-Perez, Andrew W. Feng, Marcelo Kallmann, Ari Shapiro
{"title":"Deformation, parameterization and analysis of a single locomotion cycle","authors":"Alain Juarez-Perez, Andrew W. Feng, Marcelo Kallmann, Ari Shapiro","doi":"10.1145/2668064.2677082","DOIUrl":"https://doi.org/10.1145/2668064.2677082","url":null,"abstract":"We present preliminary results of a framework that can synthesize parameterized locomotion with controllable quality from simple deformations over a single step cycle. Our approach enforces feet constraints per phase in order to appropriately perform motion deformation operations, resulting in a generative and controllable model that maintains the style of the input motion. The method is lightweight and has quantifiable motion quality related to the amount of deformation used. It only requires a single cycle of locomotion. An analysis of the deformation is presented with the quantification of the valid portion of the deformed motion space, informing on the parameterization coverage of the deformable motion cycle.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114521099","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design and evaluation of a sketch-based gesture animation tool","authors":"Huaguang Song, Michael Neff","doi":"10.1145/2668064.2677079","DOIUrl":"https://doi.org/10.1145/2668064.2677079","url":null,"abstract":"Hand gestures are one of the most important components of nonverbal communication, conveying both affective and pragmatic information. They involve the path the hand takes through space, the orientation of the hand and the shape of the hand over time, the latter defined by the angles of the finger joints. Being able to rapidly produce gesture animation is important for two distinct tasks. First, it is important for authoring animations when characters are in conversation, a very common task. Second, there is a growing set of animation tools that are designed to create motion for characters that can gesture autonomously in interactive settings and games [Thiebaux et al. 2008; Heloir and Kipp 2009; van Welbergen et al. 2010; Neff et al. 2008]. These tools generally rely on libraries of gesture animations and it is important to be able to generate large numbers of such animations quickly and at low cost in order to build libraries for particular characters and tasks. This paper presents a tool designed to achieve both goals.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114998542","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Automatic depiction of onomatopoeia in animation considering physical phenomena","authors":"Tsukasa Fukusato, S. Morishima","doi":"10.1145/2668064.2668096","DOIUrl":"https://doi.org/10.1145/2668064.2668096","url":null,"abstract":"This paper presents a method that enables the estimation and depiction of onomatopoeia in computer-generated animation based on physical parameters. Onomatopoeia is used to enhance physical characteristics and movement, and enables users to understand animation more intuitively. We experiment with onomatopoeia depiction in scenes within the animation process. To quantify onomatopoeia, we employ Komatsu's [2012] assumption, i.e., onomatopoeia can be expressed by n-dimensional vector. We also propose phonetic symbol vectors based on the correspondence of phonetic symbols to the impressions of onomatopoeia using a questionnaire-based investigation. Furthermore, we verify the positioning of onomatopoeia in animated scenes. The algorithms directly combine phonetic symbols to estimate optimum onomatopoeia. They use a view-dependent Gaussian function to display onomatopoeias in animated scenes. Our method successfully recommends optimum onomatopoeias using only physical parameters, so that even amateur animators can easily create onomatopoeia animation.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133619481","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Following behaviors: a model for computing following distances based on prediction","authors":"Julien Bruneau, T. B. Dutra, J. Pettré","doi":"10.1145/2668064.2668085","DOIUrl":"https://doi.org/10.1145/2668064.2668085","url":null,"abstract":"In this paper, we present a new model to simulate following behavior. This model is based on a dynamic following distance that changes according to the follower's speed and to the leader's motion. The following distance is associated with a prediction of the leader's future position to give a following ideal position. We show the resulting following trajectory and detail the importance of the distance variation in different situations. The model is evaluated using real data. We demonstrate the capacity of our model to reproduce macroscopic patterns and show that it is also able to synthesize trajectories similar to real ones. Finally, we compare our results with other following models and point out the improvements.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115979028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Process optimization based on motion capture for videogames assets","authors":"Nicolas Nieto Bedoya, C. Guerrero","doi":"10.1145/2668064.2677077","DOIUrl":"https://doi.org/10.1145/2668064.2677077","url":null,"abstract":"In recent years the motion capture techniques have been perfecting, to independent and investigative level worldwide, including new hardware with greater possibilities and new software that allows to use that hardware, thus each of them presents a specialized laboratory for data manipulation. With the advent of the Kinect device developed by Microsoft, the field of motion capture has benefited because this is a device released for all age groups, which aims to recognize the human motion. The main problem with Kinect device, occurs when the user's body is perpendicular to this, confusing position data and showing incorrect positions of bones (occlusion problems in a single visual plane).","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116490515","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}