{"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}
{"title":"Anticipatory balance control","authors":"A. Rabbani, M. V. D. Panne, P. Kry","doi":"10.1145/2668064.2668083","DOIUrl":"https://doi.org/10.1145/2668064.2668083","url":null,"abstract":"A hallmark of many skilled motions is the anticipatory nature of the balance-related adjustments that happen in preparation for the expected evolution of forces during the motion. This can shape simulated and animated motions in subtle-but-important ways, help lend physical credence to the motion, and help signal the character's intent. In this paper, we investigate how center of mass reference trajectories (CMRTs) can be learned in order to achieve anticipatory balance control with a state-of-the-art reactive balancing system. This enables the design of physics-based motion simulations that involve fast pose transitions as well as force-based interactions with the environment, such as punches, pushes, and catching heavy objects. We demonstrate the results on planar human models, and show that CMRTs can generalize across parameterized versions of a motion. We illustrate that they are also effective at conveying a mismatch between a character's expectations and reality, e.g., thinking that an object is heavier than it is.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"654 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":"121238135","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":"Facial retargeting using neural networks","authors":"T. Costigan, Mukta Prasad, R. Mcdonnell","doi":"10.1145/2668064.2668099","DOIUrl":"https://doi.org/10.1145/2668064.2668099","url":null,"abstract":"Mapping the motion of an actor's face to a virtual model is a difficult but important problem, especially as fully animated characters are becoming more common in games and movies. Many methods have been proposed but most require the source and target to be structurally similar. Optical motion capture markers and blendshape weights are an example of topologically incongruous source and target examples that do not have a simple mapping between one another. In this paper, we created a system capable of determining this mapping through supervised learning of a small training dataset. Radial Basis Function Networks (RBFNs) have been used for retargeting markers to blendshape weights before but to our knowledge Multi-Layer Perceptron Artificial Neural Networks (referred to as ANNs) have not been employed in this way. We hypothesized that ANNs would result in a superior retargeting solution compared to the RBFN, due to their theoretically greater representational power. We implemented a retargeting system using ANNs and RBFNs for comparison. Our results found that both systems produced similar results (figure 1) and in some cases the ANN proved to be more expressive although the ANN was more difficult to work with.","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":"114748765","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}
Quentin Galvane, Rémi Ronfard, M. Christie, N. Szilas
{"title":"Narrative-driven camera control for cinematic replay of computer games","authors":"Quentin Galvane, Rémi Ronfard, M. Christie, N. Szilas","doi":"10.1145/2668064.2668104","DOIUrl":"https://doi.org/10.1145/2668064.2668104","url":null,"abstract":"This paper presents a system that generates cinematic replays for dialogue-based 3D video games. The system exploits the narrative and geometric information present in these games and automatically computes camera framings and edits to build a coherent cinematic replay of the gaming session. We propose a novel importance-driven approach to cinematic replay. Rather than relying on actions performed by characters to drive the cinematography (as in idiom-based approaches), we rely on the importance of characters in the narrative. We first devise a mechanism to compute the varying importance of the characters. We then map importances of characters with different camera specifications, and propose a novel technique that (i) automatically computes camera positions satisfying given specifications, and (ii) provides smooth camera motions when transitioning between different specifications. We demonstrate the features of our system by implementing three camera behaviors (one for master shots, one for shots on the player character, and one for reverse shots). We present results obtained by interfacing our system with a full-fledged serious game (Nothing for Dinner) containing several hours of 3D animated content.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"9 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":"122447490","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":"(Reverse) k-nearest neighbors for moving objects","authors":"Zahed Rahmati, Valerie King, S. Whitesides","doi":"10.1145/2668064.2677081","DOIUrl":"https://doi.org/10.1145/2668064.2677081","url":null,"abstract":"We introduce a new, simple method for answering reverse and nearest neighbor queries for moving objects, e.g., mobile players in a multiplayer game, where a trajectory is known to the system for each object, at least in the short-term. See [Rahmati 2014].","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"15 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":"131714419","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":"Physical rig for first-person, look-at cameras in video games","authors":"Edward T. Lixandru, V. Zordan","doi":"10.1145/2668064.2668101","DOIUrl":"https://doi.org/10.1145/2668064.2668101","url":null,"abstract":"This paper proposes a physics based model to simulate a reactive camera that is capable of both high-quality tracking of moving target objects and producing plausible response interactively to a variety of game scenarios. The virtual physical rig consists of a motorized pan-tilt head that is controlled to meet desired target look-at directions as well as an active suspension system that stabilizes the camera assembly against disturbances. To showcase its differences with other camera systems, we contrast our physically based technique with other direct (kinematic) computed methods from industry standard techniques.","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":"129566308","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":"Coupling cloth and rigid bodies for dexterous manipulation","authors":"Yunfei Bai, C. Liu","doi":"10.1145/2668064.2668066","DOIUrl":"https://doi.org/10.1145/2668064.2668066","url":null,"abstract":"This paper introduces a new simulation technique to enable detailed dexterous manipulation of cloth. Without reimplementation or substantial modification, existing cloth simulators can only be used to approximate limited interaction between cloth and rigid bodies due to the incorrect computation of contact forces. For example, a simple scenario of two fingers pinching a piece of cloth often results in the cloth slipping out of the hand. Our technique provides a simple solution to cloth-rigid coupling using existing cloth and rigid body simulators as-is. We develop a light-weight interface so that the rigid body and cloth simulators communicate on a demand-driven manner to achieve two main goals: allow the rigid bodies to impart friction forces to the cloth and avoid unsolvable collision situations between the rigid bodies and the cloth. We demonstrate a set of basic manipulation skills including gripping, pinching, and pressing, that are frequently seen in daily activities such as dressing and folding clothes.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"7 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":"130916621","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}