Proceedings of the 10th International Conference on Motion in Games最新文献

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Lattice-guided human motion deformation for collision avoidance 栅格引导的避碰人体运动变形
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136475
Masaki Oshita
{"title":"Lattice-guided human motion deformation for collision avoidance","authors":"Masaki Oshita","doi":"10.1145/3136457.3136475","DOIUrl":"https://doi.org/10.1145/3136457.3136475","url":null,"abstract":"In this paper, we propose a lattice-guided human motion deformation method. Our key idea is to warp the motion space by applying an existing shape deformation technique to efficiently realize motion deformation for collision avoidance. An input motion is deformed based on the deformation of a lattice that covers the input motion. The lattice is constructed so that it covers an input motion, and it is deformed to avoid still or moving obstacles. The constraints to deform the lattice are determined based on the intersections between the vertices of the lattice that overlaps the character's body during the input motion and the space-time volume of the obstacles. Using these constraints, the lattice is deformed by applying an as-rigid-as-possible shape deformation. The joint positions of each frame pose of the input motion are altered by the lattice deformation and used to deform that frame pose. By introducing a lattice deformation, the constraints to deform a pose can be efficiently obtained while keeping space-time consistency. We evaluated our method using several motions and situations. The results show the effectiveness of our approach.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124978270","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}
引用次数: 1
MechVR: a physics-based proxy for locomotion and interaction in a virtual environment MechVR:虚拟环境中基于物理的运动和交互代理
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136468
V. Zordan, John C. Welter, Saurabh Hindlekar, J. E. Smith, W. Mckay, Kunta Lowe, Carlos Marti, R. A. Taylor
{"title":"MechVR: a physics-based proxy for locomotion and interaction in a virtual environment","authors":"V. Zordan, John C. Welter, Saurabh Hindlekar, J. E. Smith, W. Mckay, Kunta Lowe, Carlos Marti, R. A. Taylor","doi":"10.1145/3136457.3136468","DOIUrl":"https://doi.org/10.1145/3136457.3136468","url":null,"abstract":"We present an immersive Virtural Reality (VR) experience developed through a unique combination of technologies including an actuated hardware rig; a physics model with a responsive control routine; and an interactive 3D gamelike experience. Specifically, this paper introduces a physics-based communication framework that allows force-driven interaction to be conveyed to a user through a physics-based proxy. Because the framework is generic and extendable, the application supports a variety of interaction modes, constrained by the limitations of the physical full-body haptic rig. To showcase the technology, we highlight the experience of riding locomoting robots and vehicles placed in an immersive VR setting.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121210341","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}
引用次数: 1
Crowd sourced co-design of floor plans using simulation guided games 使用模拟引导游戏的众包平面图协同设计
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136463
Nilay Chakraborty, G. Berseth, M. B. Haworth, P. Faloutsos, Muhammad Usman, Mubbasir Kapadia
{"title":"Crowd sourced co-design of floor plans using simulation guided games","authors":"Nilay Chakraborty, G. Berseth, M. B. Haworth, P. Faloutsos, Muhammad Usman, Mubbasir Kapadia","doi":"10.1145/3136457.3136463","DOIUrl":"https://doi.org/10.1145/3136457.3136463","url":null,"abstract":"Crowd-aware environment design is a complex combinatorial decision process, where small changes in a design may affect crowd flow patterns in unexpected and potentially unintuitive ways. Existing solutions rely on expert intuition, best practices, or automation. To address the dimensionality and complexity of the design process, we propose leveraging automation and human creativity at a large scale akin to crowd sourcing, within a gamified collaborative design framework. Using our system, \"players\" (novice users or experts) can rapidly iterate on their designs while soliciting feedback from computer simulations of crowd movement and the designs of other players. Our approach affords a new way of thinking of the solution space in that it inherently supports competitive collaboration, co-design, and crowd sourced solutions. We evaluate our framework through a preliminary user study.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115364774","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}
引用次数: 8
Virtual cinematography using optimization and temporal smoothing 虚拟电影摄影使用优化和时间平滑
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136467
Alan Litteneker, Demetri Terzopoulos
{"title":"Virtual cinematography using optimization and temporal smoothing","authors":"Alan Litteneker, Demetri Terzopoulos","doi":"10.1145/3136457.3136467","DOIUrl":"https://doi.org/10.1145/3136457.3136467","url":null,"abstract":"We propose an automatic virtual cinematography method that takes a continuous optimization approach. A suitable camera pose or path is determined automatically by computing the minima of an objective function to obtain some desired parameters, such as those common in live action photography or cinematography. Multiple objective functions can be combined into a single optimizable function, which can be extended to model the smoothness of the optimal camera path using an active contour model. Our virtual cinematography technique can be used to find camera paths in either scripted or unscripted scenes, both with and without smoothing, at a relatively low computational cost.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"183 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134277104","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}
引用次数: 3
Adult2Child: dynamic scaling laws to create child-like motion 成人和儿童:动态缩放法则,创造儿童般的运动
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136460
Yuzhu Dong, Aishat Aloba, S. Paryani, Lisa Anthony, Neha Rana, Eakta Jain
{"title":"Adult2Child: dynamic scaling laws to create child-like motion","authors":"Yuzhu Dong, Aishat Aloba, S. Paryani, Lisa Anthony, Neha Rana, Eakta Jain","doi":"10.1145/3136457.3136460","DOIUrl":"https://doi.org/10.1145/3136457.3136460","url":null,"abstract":"Child characters are widely used in animations and games; however, child motion capture databases are less easily available than those involving adult actors. Previous studies have shown that there is a perceivable difference in adult and child motion based on point light displays, so it may not be appropriate to just use adult motion data on child characters. Due to the costs associated with motion capture of child actors, it would be beneficial if we could create a child motion corpus by translating adult motion into child-like motion. Previous works have proposed dynamic scaling laws to transfer motion from one character to its scaled version. In this paper, we conduct a perception study to understand if this procedure can be applied to translate adult motion into child-like motion. Viewers were shown three types of point light display videos: adult motion, child motion, and dynamically scaled adult motion and asked to identify if the translated motion belongs to a child or an adult. We found that the use of dynamic scaling led to an increase in the number of people identifying the motion as belonging to a child compared to the original adult motion. Our findings suggest that although the dynamic scaling method is not a final solution to translate adult motion into child-like motion, it is nevertheless an intermediate step in the right direction. To better illustrate the original and dynamically scaled motions for the purposes of this paper, we rendered the dynamically scaled motion on an androgynous manikin character.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129605623","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}
引用次数: 10
Human character balancing motion generation based on a double inverted pendulum model 基于双倒立摆模型的人物性格平衡运动生成
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136472
Jaepyung Hwang, I. Suh, Gangrae Park, Tae-Joung Kwon
{"title":"Human character balancing motion generation based on a double inverted pendulum model","authors":"Jaepyung Hwang, I. Suh, Gangrae Park, Tae-Joung Kwon","doi":"10.1145/3136457.3136472","DOIUrl":"https://doi.org/10.1145/3136457.3136472","url":null,"abstract":"In this study, we propose a motion generation technique which generates natural motions based on a double inverted pendulum model (DIPM) and motion capture data (Mocap). While generating the motions, the proposed controller keeps the balance of the character. A DIPM uses a hip strategy to maintain the character's stability so that the zero moment point (ZMP) stays inside the support area, composed by the feet. The naturalness of the generated motion is inherited from mocap data by aligning the motion capture sequence with the DIPM. We match the DIPM with the motion capture data in order to satisfy both the character's stability and the naturalness. To validate the proposed motion generation technique, we use two kinds of motion capture data: a balancing motion under external forces and a grasping motion with a box.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125136690","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}
引用次数: 6
Inverse kinematics problems with exact Hessian matrices 精确Hessian矩阵的逆运动学问题
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136464
Kenny Erleben, S. Andrews
{"title":"Inverse kinematics problems with exact Hessian matrices","authors":"Kenny Erleben, S. Andrews","doi":"10.1145/3136457.3136464","DOIUrl":"https://doi.org/10.1145/3136457.3136464","url":null,"abstract":"Inverse kinematics (IK) is a central component of systems for motion capture, character animation, motion planning, and robotics control. The field of computer graphics has developed fast stationary point solvers methods, such as the Jacobian transpose method and cyclic coordinate descent. Much work with Newton methods focus on avoiding directly computing the Hessian, and instead approximations are sought, such as in the BFGS class of solvers. This paper presents a numerical method for computing the exact Hessian of an IK system with spherical joints. It is applicable to human skeletons in computer animation applications and some, but not all, robots. Our results show that using exact Hessians can give performance advantages and higher accuracy compared to standard numerical methods used for solving IK problems. Furthermore, we provide code and supplementary details that allows researchers to plug-in exact Hessians in their own work with little effort.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121653420","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}
引用次数: 5
Busy beeway: a game for testing human-automation collaboration for navigation 繁忙的beeway:一款用于测试人类自动化导航协作的游戏
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136471
Torin Adamson, Meeko Oishi, H. Chiang, Lydia Tapia
{"title":"Busy beeway: a game for testing human-automation collaboration for navigation","authors":"Torin Adamson, Meeko Oishi, H. Chiang, Lydia Tapia","doi":"10.1145/3136457.3136471","DOIUrl":"https://doi.org/10.1145/3136457.3136471","url":null,"abstract":"This study presents Busy Beeway, a mobile game platform to investigate human-automation collaboration in dynamic environments. In Busy Beeway, users collaborate with automation to evade stochastically moving obstacles and reach a series of goals, in game levels of increasing difficulty. We are motivated by the need for reliable navigation aids in stochastic, dynamic environments, which are highly relevant for self-driving vehicles, UAVs, underwater and surface vehicles, and other applications. The proposed mobile game platform is agnostic to the particular algorithm underlying the autonomous system, can be used to evaluate both fully autonomous as well as human-in-the-loop systems, and is easily deployable, for large, remote user studies. This last element is key for rigorous study of human factors in navigation aids. Through a small 32--user study, we evaluate preliminary findings regarding the relative efficacy of collaborative and fully autonomous navigation, the relationship between success rate and users' learned trust in the automation (gathered via pre- and post-experiment surveys), and tolerance to error (for decisions made by the automation and by the user). This study validates the feasibility of Busy Beeway as a platform for human subject studies on human-automation collaboration, and suggests directions for future research in human-aided planning in difficult environments.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125488117","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}
引用次数: 3
Perceptual evaluation of space in virtual environments 虚拟环境中空间的感知评价
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136458
Muhammad Usman, M. B. Haworth, G. Berseth, Mubbasir Kapadia, P. Faloutsos
{"title":"Perceptual evaluation of space in virtual environments","authors":"Muhammad Usman, M. B. Haworth, G. Berseth, Mubbasir Kapadia, P. Faloutsos","doi":"10.1145/3136457.3136458","DOIUrl":"https://doi.org/10.1145/3136457.3136458","url":null,"abstract":"Floor plan designs and their spatial analysis are typically constrained to blueprints and 2D projections of 3D models. Computing appropriate spatial measures from such representations provides a standard way of quantifying important aspects of the design. We wish to investigate whether a person's perceptual exploration of a space would agree with such spatial measures, that is, whether a person can roughly infer such measures by exploring a space. We perform two studies, one involving novices and the other experts. First, we conduct a perceptual study to discover whether a novice user's perception of spatial measures depends on the mode used to explore the space. Our analysis considers three spatial measures, grounded in Space-Syntax, that characterize key aspects of a design such as visibility, accessibility, and organization. We compare three modes of exploration: 2D blueprints, first-person view in a 3D simulation, and a 3D virtual reality simulation with teleportation. A correlation analysis between the users' perceptual ratings and the spatial measures, indicates that virtual reality is the most effective of the three methods, while 2D blueprints and 3D first-person exploration often fail entirely to convey the spatial measures. In the second study, experts are asked to evaluate and rank the design blueprints for each measure. The expert observations are in strong agreement with the spatial measures for accessibility and organization, but not for visibility in some cases. This indicates that even experts have difficulty understanding spatial aspects of an architecture design from 2D blueprints alone.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128477837","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}
引用次数: 6
Characterizing the relationship between environment layout and crowd movement using machine learning 利用机器学习表征环境布局与人群运动之间的关系
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136474
Weining Liu, V. Pavlovic, Kaidong Hu, P. Faloutsos, Sejong Yoon, Mubbasir Kapadia
{"title":"Characterizing the relationship between environment layout and crowd movement using machine learning","authors":"Weining Liu, V. Pavlovic, Kaidong Hu, P. Faloutsos, Sejong Yoon, Mubbasir Kapadia","doi":"10.1145/3136457.3136474","DOIUrl":"https://doi.org/10.1145/3136457.3136474","url":null,"abstract":"Crowd simulations facilitate the study of how an environment layout impacts the movement and behavior of its inhabitants. However, simulations are computationally expensive, which make them infeasible when used as part of interactive systems (e.g., Computer-Assisted Design software). Machine learning models, such as neural networks (NN), can learn observed behaviors from examples, and can potentially offer a rational prediction of a crowd's behavior efficiently. To this end, we propose a method to predict the aggregate characteristics of crowd dynamics using regression neural networks (NN). We parametrize the environment, the crowd distribution and the steering method to serve as inputs to the NN models, while a number of common performance measures serve as the output. Our preliminary experiments show that our approach can help users evaluate a large number of environments efficiently.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"42 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123804104","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}
引用次数: 8
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