Proceedings of Motion on Games最新文献

筛选
英文 中文
The Perceived Naturalness of Virtual Locomotion Methods Devoid of Explicit Leg Movements 缺乏明确腿部运动的虚拟运动方法的感知自然性
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522655
N. C. Nilsson, S. Serafin, R. Nordahl
{"title":"The Perceived Naturalness of Virtual Locomotion Methods Devoid of Explicit Leg Movements","authors":"N. C. Nilsson, S. Serafin, R. Nordahl","doi":"10.1145/2522628.2522655","DOIUrl":"https://doi.org/10.1145/2522628.2522655","url":null,"abstract":"Walking-In-Place (WIP) techniques have potential in terms of solving the problem arising when an immersive virtual environment offers a larger freedom of movement than the physical environment. Such techniques are particularly useful when the spatial constraints are very prominent, as they are likely to be in relation to immersive gaming systems located in the homes of consumers. However, most existing WIP techniques rely on movement of the legs which may cause users, wearing a head mounted display, to unintentionally move. This paper details a within-subjects study performed with the intention of investigating how two alternative types of gestural input relying on arm and hip movements compare to the traditional WIP gesture and keyboard input. Visual feedback was delivered through a head-mounted display and auditory feedback was provided by means of a 16-channel surround sound system. The gestures were evaluated in terms of perceived naturalness, presence and real world positional drift. The results suggest that both WIP and arm swinging are perceived as significantly more natural than hip movement and the keyboard configuration. However, arm swinging better matched real walking in terms of energy expenditure and led to significantly less positional drift.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115538471","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: 46
Steering Behaviors for Autonomous Cameras 自动驾驶相机的转向行为
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522899
Quentin Galvane, M. Christie, Rémi Ronfard, C. Lim, Marie-Paule Cani
{"title":"Steering Behaviors for Autonomous Cameras","authors":"Quentin Galvane, M. Christie, Rémi Ronfard, C. Lim, Marie-Paule Cani","doi":"10.1145/2522628.2522899","DOIUrl":"https://doi.org/10.1145/2522628.2522899","url":null,"abstract":"The automated computation of appropriate viewpoints in complex 3D scenes is a key problem in a number of computer graphics applications. In particular, crowd simulations create visually complex environments with many simultaneous events for which the computation of relevant viewpoints remains an open issue. In this paper, we propose a system which enables the conveyance of events occurring in complex crowd simulations. The system relies on Reynolds' model of steering behaviors to control and locally coordinate a collection of camera agents similar to a group of reporters. In our approach, camera agents are either in a scouting mode, searching for relevant events to convey, or in a tracking mode following one or more unfolding events. The key benefit, in addition to the simplicity of the steering rules, holds in the capacity of the system to adapt to the evolving complexity of crowd simulations by self-organizing the camera agents to track interesting events.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115474932","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: 33
Real-time Hair Simulation on Mobile Device 移动设备上的实时毛发模拟
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522905
Zhuopeng Zhang, S. Morishima
{"title":"Real-time Hair Simulation on Mobile Device","authors":"Zhuopeng Zhang, S. Morishima","doi":"10.1145/2522628.2522905","DOIUrl":"https://doi.org/10.1145/2522628.2522905","url":null,"abstract":"Hair rendering and simulation is a fundamental part in the representation of virtual characters. But intensive calculation for the dynamic on thousands of hair strands makes the task much challengeable, especially on a portable device. The aim of this short paper is to solve the problem of how to perform real-time hair simulation and rendering on mobile device. In this paper, the process of hair simulation and rendering is adapted according to the property of mobile device hardware. To increase the number of hair strands of simulation, we adopted the Dynamic follow-the-leader (DFTL) method and altered it by our new method of interpolation. We also pictured a rendering strategy basing on the survey of the limitation of mobile GPU. Lastly we present an innovational method that carried out order independent transparency at a relatively inexpensive cost.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116161295","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: 2
Realtime Performance-Based Facial Avatars for Immersive Gameplay 沉浸式游戏的实时基于性能的面部化身
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2541252
M. Pauly
{"title":"Realtime Performance-Based Facial Avatars for Immersive Gameplay","authors":"M. Pauly","doi":"10.1145/2522628.2541252","DOIUrl":"https://doi.org/10.1145/2522628.2541252","url":null,"abstract":"This paper discusses how realtime face tracking and performance-based animation can facilitate new ways of interaction for computer gaming and other online applications. We identify a number of requirements for realtime face capture and animation systems, and show how recent progress in tracking algorithms advances towards satisfying these requirements. Performance-based animation has the potential to significantly enrich the emotional experience of in-game communication through live avatars that are controlled directly by the facial expressions of a recorded user. We briefly outline other potential use scenarios of realtime face tracking systems and conclude with a discussion of future research challenges.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126753940","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
Perception of Approach and Reach in Combined Interaction Tasks 组合交互任务中方法和范围的感知
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522632
Cathy Ennis, A. Egges
{"title":"Perception of Approach and Reach in Combined Interaction Tasks","authors":"Cathy Ennis, A. Egges","doi":"10.1145/2522628.2522632","DOIUrl":"https://doi.org/10.1145/2522628.2522632","url":null,"abstract":"Often in games, a virtual character is required to interact with objects in the surrounding environment. These interactions can occur in different locations, with different items, often in combination with environment navigation tasks. This results in switching and blending between different motions in order to fit to restrictions due to the position of the character and the interaction circumstances. In this paper, we conduct perceptual experiments to gain knowledge about such interactions and deduce important factors about their design for game animators. Our results identify at what point interaction information is obvious, and which body parts are most important to consider. We find that general information about target position is evident from early on in a combined navigation and manipulation task, and can be deduced from very few visual cues. We also learn that participants are highly sensitive to target positions during the interaction phase, relying mostly on indicators in the motion of the character's arm in the final steps.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"57 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132790919","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: 0
Pareto Optimal Control for Natural and Supernatural Motions 自然和超自然运动的Pareto最优控制
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522902
Shailen Agrawal, M. V. D. Panne
{"title":"Pareto Optimal Control for Natural and Supernatural Motions","authors":"Shailen Agrawal, M. V. D. Panne","doi":"10.1145/2522628.2522902","DOIUrl":"https://doi.org/10.1145/2522628.2522902","url":null,"abstract":"Optimization is a natural tool for designing natural motion control strategies. However, optimal motions can be expensive to compute. Furthermore, we are often interested in knowing an entire family of optimal motions rather than single motion. For a motion such as a jump, the solution family of interest is described by the pareto-optimal front that defines the trade-off between effort and jump height. In this paper we explore algorithms for computing a set of controllers that span the pareto-optimal front for jumping motions. Once computed, these controllers can then drive physics-based simulations in real time. We also develop supernatural jump controllers through the optimized introduction of external forces. We show that the pareto-optimal front can naturally span both natural and supernatural regimes. This allows for controllers that can naturally transition from physics-based motions to motions assisted by external forces as the task demands increase.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"155 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122453274","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
A Practical and Configurable Lip Sync Method for Games 一种实用且可配置的游戏口型同步方法
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522904
Yuyu Xu, Andrew W. Feng, S. Marsella, Ari Shapiro
{"title":"A Practical and Configurable Lip Sync Method for Games","authors":"Yuyu Xu, Andrew W. Feng, S. Marsella, Ari Shapiro","doi":"10.1145/2522628.2522904","DOIUrl":"https://doi.org/10.1145/2522628.2522904","url":null,"abstract":"We demonstrate a lip animation (lip sync) algorithm for real-time applications that can be used to generate synchronized facial movements with audio generated from natural speech or a text-to-speech engine. Our method requires an animator to construct animations using a canonical set of visemes for all pairwise combinations of a reduced phoneme set (phone bigrams). These animations are then stitched together to construct the final animation, adding velocity and lip-pose constraints. This method can be applied to any character that uses the same, small set of visemes. Our method can operate efficiently in multiple languages by reusing phone bigram animations that are shared among languages, and specific word sounds can be identified and changed on a per-character basis. Our method uses no machine learning, which offers two advantages over techniques that do: 1) data can be generated for non-human characters whose faces can not be easily retargeted from a human speaker's face, and 2) the specific facial poses or shapes used for animation can be specified during the setup and rigging stage, and before the lip animation stage, thus making it suitable for game pipelines or circumstances where the speech targets poses are predetermined, such as after acquisition from an online 3D marketplace.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126302244","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: 47
Data-driven Fingertip Appearance for Interactive Hand Simulation 交互式手部仿真的数据驱动指尖外观
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522903
S. Andrews, Mark W. Jarvis, P. Kry
{"title":"Data-driven Fingertip Appearance for Interactive Hand Simulation","authors":"S. Andrews, Mark W. Jarvis, P. Kry","doi":"10.1145/2522628.2522903","DOIUrl":"https://doi.org/10.1145/2522628.2522903","url":null,"abstract":"Contact on a finger pad results in deformation that redistributes blood within the fingertip tissue in a manner correlated to the pressure. We build a data-driven model that relates contact information to the visible changes of the finger nail and surrounding tissue on the back of the finger tip. Our data analysis and model construction makes use of the space of hemoglobin concentrations, as opposed to an RGB color space, which permits the model to be transferred across different fingers and different people. We use principal component analysis to build a compact model which maps well to graphics hardware with an efficient fragment program implementation. We provide a validation of our model, and a demonstration of a grasping controller running in a physically based simulation, where grip strength is visible in both hand posture and the appearance of color changes at the fingertips.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125967992","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: 7
Simulated motion blur does not improve player experience in racing game 模拟运动模糊并不能改善赛车游戏中的玩家体验
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522653
Lavanya Sharan, Zhe Han Neo, Kenny Mitchell, J. Hodgins
{"title":"Simulated motion blur does not improve player experience in racing game","authors":"Lavanya Sharan, Zhe Han Neo, Kenny Mitchell, J. Hodgins","doi":"10.1145/2522628.2522653","DOIUrl":"https://doi.org/10.1145/2522628.2522653","url":null,"abstract":"Motion blur effects are commonly used in racing games [Sousa 2008; Vlachos 2008; Ritchie et al. 2010] to add a sense of realism as well as to minimize artifacts due to strobing and temporal aliasing [Glassner 1999]. Typically, motion blur computations are expensive, and for real-time applications, trade-offs are made between the quality of the effects and the computational cost. In this work, we wanted to understand: (i) the practical impact of the motion blur effect on the player experience; and (ii) whether the value gained by including the effect is worth the extra cost in computation, real-time performance, development time, etc. We studied the objective and subjective aspects of the player experience for Split Second: Velocity (Black Rock Studios, Disney), a high-speed racing game, in the presence and absence of the motion blur effect. We found that neither objective measures of participants' performance (e.g., time to complete a race) nor subjective measures of the player experience (e.g, enjoyment of a race, perceived speed) were affected, even though participants could reliably detect the presence of the motion blur effect. We conclude that motion blur effects, while useful for reducing artifacts and achieving a realistic 'look', do not significantly enhance the player experience.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117103359","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: 12
Object-Centric Parallel Rigid Body Simulation With Timewarp 具有时间偏差的以物体为中心的平行刚体仿真
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522652
John Koenig, Ioannis Karamouzas, S. Guy
{"title":"Object-Centric Parallel Rigid Body Simulation With Timewarp","authors":"John Koenig, Ioannis Karamouzas, S. Guy","doi":"10.1145/2522628.2522652","DOIUrl":"https://doi.org/10.1145/2522628.2522652","url":null,"abstract":"We present an object-centric formulation for parallel rigid body simulation that supports variable length integration time steps through rollbacks. We combine our object-centric simulation framework with a novel spatiotemporal data structure to reduce global synchronization and achieve interactive, real-time simulations which scale across many CPU cores. Additionally, we provide proofs that both our proposed data structure and our object-centric formulation are deadlock-free. We implement our approach with the functional programming language Erlang, and test the performance and scalability of our method over several scenarios consisting of hundreds of interacting objects.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"784 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133970225","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: 0
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信