{"title":"基于数据驱动的VR剑术体验","authors":"J. Dehesa, A. Vidler, C. Lutteroth, J. Padget","doi":"10.1145/3290607.3312930","DOIUrl":null,"url":null,"abstract":"We present a data-driven animated character capable of blocking attacks from a user in a VR sword fighting experience. The system uses motion capture data and a machine learning model to recreate a believable blocking behaviour, suggesting the viability of full-featured data-driven interactive characters in VR. Our work is part of a larger vision of VR interaction as a two-level problem, separating spatial details from design concerns. In this context, here we provide the designers of the experience with a character from which a \"blocking'' behaviour can be requested without further spatial specifications. This puts down a first building block in the construction of a controllable data-driven VR sword fighter capable of multiple behaviours.","PeriodicalId":389485,"journal":{"name":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Towards Data-Driven Sword Fighting Experiences in VR\",\"authors\":\"J. Dehesa, A. Vidler, C. Lutteroth, J. Padget\",\"doi\":\"10.1145/3290607.3312930\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a data-driven animated character capable of blocking attacks from a user in a VR sword fighting experience. The system uses motion capture data and a machine learning model to recreate a believable blocking behaviour, suggesting the viability of full-featured data-driven interactive characters in VR. Our work is part of a larger vision of VR interaction as a two-level problem, separating spatial details from design concerns. In this context, here we provide the designers of the experience with a character from which a \\\"blocking'' behaviour can be requested without further spatial specifications. This puts down a first building block in the construction of a controllable data-driven VR sword fighter capable of multiple behaviours.\",\"PeriodicalId\":389485,\"journal\":{\"name\":\"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems\",\"volume\":\"13 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-05-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3290607.3312930\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3290607.3312930","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Towards Data-Driven Sword Fighting Experiences in VR
We present a data-driven animated character capable of blocking attacks from a user in a VR sword fighting experience. The system uses motion capture data and a machine learning model to recreate a believable blocking behaviour, suggesting the viability of full-featured data-driven interactive characters in VR. Our work is part of a larger vision of VR interaction as a two-level problem, separating spatial details from design concerns. In this context, here we provide the designers of the experience with a character from which a "blocking'' behaviour can be requested without further spatial specifications. This puts down a first building block in the construction of a controllable data-driven VR sword fighter capable of multiple behaviours.