Informed Use of Motion Synthesis Methods

H. van Welbergen, Z.M. Ruttkay, B. Varga

Abstract

In virtual human (VH) applications, and in particular, games, motions with different functions are to be synthesized, such as communicative and manipulative hand gestures, locomotion, expression of emotions or identity of the character. In the bodily behavior, the primary motions define the function, while the more subtle secondary motions contribute to the realism and variability. From a technological point of view, there are different methods at our disposal for motion synthesis: motion capture and retargeting, procedural kinematic animation, forcedriven dynamical simulation, or the application of Perlin noise. Which method to use for generating primary and secondary motions, and how to gather the information needed to define them? In this paper we elaborate on informed usage, in its two meanings. First we discuss, based on our own ongoing work, how motion capture data can be used to identify joints involved in primary and secondary motions, and to provide basis for the specification of essential parameters for motion synthesis methods used to synthesize primary and secondary motion. Then we explore the possibility of using different methods for primary and secondary motion in parallel in such a way, that one methods informs the other. We introduce our mixed usage of kinematic an dynamic control of different body parts to animate a character in real-time. Finally we discuss motion Turing test as a methodology for evaluation of mixed motion paradigms.
Original languageUndefined
Title of host publicationMotion in Games
EditorsA. Egges, A. Kamphuis, M. Overmars
Place of PublicationBerlin
PublisherSpringer Verlag
Pages132-143
Number of pages12
ISBN (Print)978-3-540-89219-9
DOIs
StatePublished - 7 Nov 2008

Publication series

NameLecture Notes in Computer Science
PublisherSpringer Verlag
Number08332/5277
Volume5277

Fingerprint

Kinematics
Animation
Data acquisition
Specifications

Keywords

  • HMI-VRG: Virtual Reality and Graphics
  • EWI-14120
  • METIS-252115
  • IR-62546

Cite this

van Welbergen, H., Ruttkay, Z. M., & Varga, B. (2008). Informed Use of Motion Synthesis Methods. In A. Egges, A. Kamphuis, & M. Overmars (Eds.), Motion in Games (pp. 132-143). [10.1007/978-3-540-89220-5_14] (Lecture Notes in Computer Science; Vol. 5277, No. 08332/5277). Berlin: Springer Verlag. DOI: 10.1007/978-3-540-89220-5_14

van Welbergen, H.; Ruttkay, Z.M.; Varga, B. / Informed Use of Motion Synthesis Methods.

Motion in Games. ed. / A. Egges; A. Kamphuis; M. Overmars. Berlin : Springer Verlag, 2008. p. 132-143 10.1007/978-3-540-89220-5_14 (Lecture Notes in Computer Science; Vol. 5277, No. 08332/5277).

Research output: Scientific - peer-reviewChapter

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van Welbergen, H, Ruttkay, ZM & Varga, B 2008, Informed Use of Motion Synthesis Methods. in A Egges, A Kamphuis & M Overmars (eds), Motion in Games., 10.1007/978-3-540-89220-5_14, Lecture Notes in Computer Science, no. 08332/5277, vol. 5277, Springer Verlag, Berlin, pp. 132-143. DOI: 10.1007/978-3-540-89220-5_14

Informed Use of Motion Synthesis Methods. / van Welbergen, H.; Ruttkay, Z.M.; Varga, B.

Motion in Games. ed. / A. Egges; A. Kamphuis; M. Overmars. Berlin : Springer Verlag, 2008. p. 132-143 10.1007/978-3-540-89220-5_14 (Lecture Notes in Computer Science; Vol. 5277, No. 08332/5277).

Research output: Scientific - peer-reviewChapter

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AB - In virtual human (VH) applications, and in particular, games, motions with different functions are to be synthesized, such as communicative and manipulative hand gestures, locomotion, expression of emotions or identity of the character. In the bodily behavior, the primary motions define the function, while the more subtle secondary motions contribute to the realism and variability. From a technological point of view, there are different methods at our disposal for motion synthesis: motion capture and retargeting, procedural kinematic animation, forcedriven dynamical simulation, or the application of Perlin noise. Which method to use for generating primary and secondary motions, and how to gather the information needed to define them? In this paper we elaborate on informed usage, in its two meanings. First we discuss, based on our own ongoing work, how motion capture data can be used to identify joints involved in primary and secondary motions, and to provide basis for the specification of essential parameters for motion synthesis methods used to synthesize primary and secondary motion. Then we explore the possibility of using different methods for primary and secondary motion in parallel in such a way, that one methods informs the other. We introduce our mixed usage of kinematic an dynamic control of different body parts to animate a character in real-time. Finally we discuss motion Turing test as a methodology for evaluation of mixed motion paradigms.

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PB - Springer Verlag

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van Welbergen H, Ruttkay ZM, Varga B. Informed Use of Motion Synthesis Methods. In Egges A, Kamphuis A, Overmars M, editors, Motion in Games. Berlin: Springer Verlag. 2008. p. 132-143. 10.1007/978-3-540-89220-5_14. (Lecture Notes in Computer Science; 08332/5277). Available from, DOI: 10.1007/978-3-540-89220-5_14