Proceedings of the 29th International Conference on Computer Animation and Social Agents最新文献

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ACUMEN 智慧
A. Krontiris, Kostas E. Bekris, Mubbasir Kapadia
{"title":"ACUMEN","authors":"A. Krontiris, Kostas E. Bekris, Mubbasir Kapadia","doi":"10.1145/2915926.2915935","DOIUrl":"https://doi.org/10.1145/2915926.2915935","url":null,"abstract":"Heterogeneity in virtual crowds is crucial for many applications, including visual effects, games, and security simulations. Nevertheless, tweaking the behavior parameters of a character to achieve crowd heterogeneity is frequently hard. In particular, it is typically unclear how tuning some non-intuitive parameters at the agent level will eventually affect both the microscopic or macroscopic scale of the crowd. This paper proposes an activity-centric framework for authoring functional, heterogeneous virtual crowds in semantically meaningful environments. The specification of locations as environmental attractors and agent desires are used to compute \"influence maps\", which allow the emergence of heterogeneous behaviors in a large virtual crowd in a complex scene. The same framework can also facilitate the authoring of complex group behaviors, such as following behaviors or families, by treating moving agents as attractors. Accompanying results demonstrate the framework's potential by authoring crowds in different environments. The experiments highlight the ability to easily orchestrate purposeful, heterogeneous crowd activities both at a macroscopic and microscopic level with minimal parameter tuning.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125702663","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: 19
Joint-Triplet Motion Image and Local Binary Pattern for 3D Action Recognition Using Kinect 基于Kinect的三维动作识别的关节-三重运动图像和局部二值模式
Faisal Ahmed, Padma Polash Paul, M. Gavrilova
{"title":"Joint-Triplet Motion Image and Local Binary Pattern for 3D Action Recognition Using Kinect","authors":"Faisal Ahmed, Padma Polash Paul, M. Gavrilova","doi":"10.1145/2915926.2915937","DOIUrl":"https://doi.org/10.1145/2915926.2915937","url":null,"abstract":"This paper presents a new action recognition method that utilizes the 3D skeletal motion data captured using the Kinect depth sensor. We propose a robust view-invariant joint motion representation based on the spatio-temporal changes in relative angles among the different skeletal joint-triplets, namely the joint relative angle (JRA). A sequence of JRAs obtained for a particular joint-triplet intuitively represents the level of involvement of those joints in performing a specific action. Collection of all joint-triplet JRA sequences is then utilized to construct a spatial holistic description of action-specific motion patterns, namely the 2D joint-triplet motion image. The proposed method exploits a local texture analysis method, the local binary pattern (LBP), to highlight micro-level texture details in the motion images. This process isolates prototypical features for different actions. LBP histogram features are then projected into a discriminant Fisher-space, resulting in more compact and disjoint feature clusters representing individual actions. The performance of the proposed method is evaluated using two publicly available Kinect action databases. Extensive experiments show advantage of the proposed joint-triplet motion image and LBP-based action recognition approach over existing methods.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117046933","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: 13
Understanding People's Mental Models of Mid-Air Interaction for Virtual Assembly and Shape Modeling 虚拟装配与造型建模中人的空中交互心理模型研究
Jian Cui, Arjan Kuijper, D. Fellner, A. Sourin
{"title":"Understanding People's Mental Models of Mid-Air Interaction for Virtual Assembly and Shape Modeling","authors":"Jian Cui, Arjan Kuijper, D. Fellner, A. Sourin","doi":"10.1145/2915926.2919330","DOIUrl":"https://doi.org/10.1145/2915926.2919330","url":null,"abstract":"Naturalness of the mid-air interaction interface for virtual assembly and shape modeling is important. In order to design an interface perceived as \"natural\" by most people, common behaviors and mental patterns for mid-air interaction of people have to be recognized, which is an area merely explored yet. This paper serves this purpose of understanding the users' mental interaction models, in order to provide standards and recommendation for devising a natural virtual interaction interface. We tested three kinds of tasks --- manipulating tasks, deforming tasks and tool-based operating tasks on 16 participants. We have found that: 1) different features of mental models were observed for different types of tasks. Interaction techniques should be designed to match these features; 2) virtual hand self-avatar helps estimate size of virtual objects, as well as helps plan and visualize the complex process and procedures of a task, which is especially helpful for tool-based tasks; 3) bimanual interaction is witnessed as a dominant interaction mode preferred by the majority; 4) natural gestures for deforming tasks always reflect forces exerted. These suggestions are useful for designing a midair interaction interface matching users' mental models.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129678555","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: 16
Real-Time Cloud Simulation Using Lennard-Jones Approximation 使用Lennard-Jones近似的实时云模拟
Akila Elhaddad, Feriel Elhaddad, Bin Sheng, Shuai Zhang, Hanqiu Sun, E. Wu
{"title":"Real-Time Cloud Simulation Using Lennard-Jones Approximation","authors":"Akila Elhaddad, Feriel Elhaddad, Bin Sheng, Shuai Zhang, Hanqiu Sun, E. Wu","doi":"10.1145/2915926.2915942","DOIUrl":"https://doi.org/10.1145/2915926.2915942","url":null,"abstract":"Cloud simulation is important for creating images of outdoor scenes. However, the complexity of this natural phenomenon makes the simulation of large-scale clouds difficult in real time. In this paper, we present a new method for 3D cloud simulation in which cloud animation is simplified and simulated by approximating Lennard-Jones Potential. To solve the N-body problem in Lennard-Jones Potential, we minimized the interaction between particles by dividing the simulation space into many cells and we defined a cutoff distance to perform calculation between neighboring particles. Additionally, a separate distance is introduced between particles to maintain the stability in the Lennard-Jones system. Our experimental results demonstrate that our method is computationally inexpensive and suitable for real time applications where large-scale simulation of clouds is required.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"48 10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131587899","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
An Immersive Bidirectional System for Life-size 3D Communication 一个身临其境的双向系统,用于真人大小的3D通信
Claudia Plüss, N. Ranieri, J. Bazin, Tobias Martin, Pierre-Yves Laffont, T. Popa, M. Gross
{"title":"An Immersive Bidirectional System for Life-size 3D Communication","authors":"Claudia Plüss, N. Ranieri, J. Bazin, Tobias Martin, Pierre-Yves Laffont, T. Popa, M. Gross","doi":"10.1145/2915926.2915931","DOIUrl":"https://doi.org/10.1145/2915926.2915931","url":null,"abstract":"Telecommunication and video conferencing are an integral part of modern society with implications in many aspects of everyday life. However, compared to a meeting in person, the sense of presence is still limited in electronic communication. In this paper, we present a novel system for life-size 3D telecommunication. It is designed to create an immersive user experience by seamlessly embedding a remote conversation partner into the local environment. To achieve this, users are captured in 3D by hybrid (color+depth) sensors and displayed on a life-size transparent 3D display. We have built two instances of this system in Zurich and Singapore. They form a complete and fully functional prototype enabling bidirectional communication in real-time over a long distance. We further demonstrate alternative hardware setups, which make our system flexible and adaptable to different usage scenarios.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"79 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133053132","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
Physical Modeling of Vascular Tissues and Stress Analysis Optimization Based on Real Soft Tissue Characteristics 基于真实软组织特性的维管组织物理建模及应力分析优化
Guanglei Wang, Bin Wang, Qinguo Gang, Suiping Zhou, Xiu-Ling Liu
{"title":"Physical Modeling of Vascular Tissues and Stress Analysis Optimization Based on Real Soft Tissue Characteristics","authors":"Guanglei Wang, Bin Wang, Qinguo Gang, Suiping Zhou, Xiu-Ling Liu","doi":"10.1145/2915926.2915934","DOIUrl":"https://doi.org/10.1145/2915926.2915934","url":null,"abstract":"We investigate a vascular deformation modeling method that can be used for percutaneous vascular interventional virtual surgery simulation. Triangle meshes are used to construct the virtual vascular tissues. The physical parameters of the meshes are obtained through biomechanics experiments with real porcine vascular under the small deformation. A new method is then proposed to establish the relation between the vascular elasticity modulus E and spring coefficient k for improving modeling accuracy. In addition, the influence scope analysis method for mass particle force optimization is used to improve simulation speed of tissue deformation. The propose method is compared with the finite element simulation, which shows that the proposed method is able to achieve the real time simulation for the virtual operations with a higher simulation accuracy.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121201106","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
Hand Contact between Remote Users through Virtual Avatars 远程用户通过虚拟化身进行手部接触
Jihye Oh, Youjin Lee, Yeonjoon Kim, Taeil Jin, Sukwon Lee, Sung-Hee Lee
{"title":"Hand Contact between Remote Users through Virtual Avatars","authors":"Jihye Oh, Youjin Lee, Yeonjoon Kim, Taeil Jin, Sukwon Lee, Sung-Hee Lee","doi":"10.1145/2915926.2915947","DOIUrl":"https://doi.org/10.1145/2915926.2915947","url":null,"abstract":"We present an avatar animation technique for a telepresence system that allows for the hand contact, especially handshaking, between remote users. The key idea is that, while the avatar follows the remote user's motion normally, it modifies the motion to create and maintain hand contact with the local user when the two users try to engage hand contact. To this end, we develop the support vector machine (SVM)-based classifiers to recognize the users' intention for contact interaction, and online motion generation method to create realistic image sequence of an avatar to realize the continuous contact with the user. A user study has been conducted to verify the effect of our method on the social telepresence.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130129948","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: 9
Modeling Gap Seeking Behaviors for Agent-based Crowd Simulation 基于智能体的人群仿真Gap寻找行为建模
Linbo Luo, Cheng Chai, Suiping Zhou, Jianfeng Ma
{"title":"Modeling Gap Seeking Behaviors for Agent-based Crowd Simulation","authors":"Linbo Luo, Cheng Chai, Suiping Zhou, Jianfeng Ma","doi":"10.1145/2915926.2915944","DOIUrl":"https://doi.org/10.1145/2915926.2915944","url":null,"abstract":"Research on agent-based crowd simulation has gained tremendous momentum in recent years due to the increase of computing power. One key issue in this research area is to develop various behavioral models to capture the microscopic behaviors of individuals (i.e., agents) in a crowd. In this paper, we propose a novel behavior model for modeling the gap seeking behavior which can be frequently observed in real world scenarios where an individual in a crowd proactively seek for gaps in the crowd flow so as to minimize potential collision with other people. We propose a two-level modeling framework and introduce a gap seeking behavior model as a proactive conflict minimization maneuver at global navigation level. The model is integrated with the reactive collision avoidance model at local steering level. We evaluate our model by simulating a real world scenario. The results show that our model can generate more realistic crowd behaviors compared to the classical social-force model in the given scenario.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131768879","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
Compact Modeling and Plausible Deformation of Human Lung Anatomy with Smooth Surfaces 具有光滑表面的人体肺解剖结构的紧凑建模和合理变形
Yunku Kang, Jaesung Park, Jaewook Lee, Minsub Shim, Myung-Soo Kim
{"title":"Compact Modeling and Plausible Deformation of Human Lung Anatomy with Smooth Surfaces","authors":"Yunku Kang, Jaesung Park, Jaewook Lee, Minsub Shim, Myung-Soo Kim","doi":"10.1145/2915926.2915938","DOIUrl":"https://doi.org/10.1145/2915926.2915938","url":null,"abstract":"We present a compact modeling of human lung anatomy (with lung lobes, bronchial trees, and pulmonary blood vessels), and demonstrate a plausible deformation (with collision detection and avoidance) for the whole anatomical structure. For this purpose, we employ a hybrid hierarchy of various bounding volumes (generated by moving spheres). Separation lists and parallel processing are also used for the acceleration of collision detection and avoidance, all implemented in CPUs only. Experimental results show that our modeling scheme compresses conventional lung models (often commercially available as meshes) by around 70 times lighter, and the resulting human lung deformation supports an interactive-speed performance, with frame rate of 10--20 fps.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126037911","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
A 3D human motion refinement method based on sparse motion bases selection 一种基于稀疏运动基选择的三维人体运动精细方法
Zhao Wang, Yinfu Feng, Shuang Liu, Jun Xiao, Xiaosong Yang, J. Zhang
{"title":"A 3D human motion refinement method based on sparse motion bases selection","authors":"Zhao Wang, Yinfu Feng, Shuang Liu, Jun Xiao, Xiaosong Yang, J. Zhang","doi":"10.1145/2915926.2915943","DOIUrl":"https://doi.org/10.1145/2915926.2915943","url":null,"abstract":"Motion capture (MOCAP) is an important technique that is widely used in many areas such as computer animation, film industry, physical training and so on. Even with professional MOCAP system, the missing marker problems always occur. Motion refinement is an essential preprocessing step for MOCAP data based applications. Although many existing approaches for motion refinement have been developed, it is still a challenging task due to the complexity and diversity of human motion. A data driven based motion refinement method is proposed in this paper, which modifies the traditional sparse coding process for special task of motion recovery from missing parts. Meanwhile, the objective function is derived by taking both statistical and kinematical property of motion data into account. Poselet model and moving window grouping are applied in the proposed method to achieve a fine-grained feature representation, which preserves the embedded spatial-temporal kinematic information. 5 motion dictionaries are learnt for each kind of poselet from training data in parallel. The motion refine problem is finally solved as an ℓ1-minimization problem. Compared with several state-of-art motion refine methods, the experimental result shows that our approach outperforms the competitors.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129653424","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
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