EDITING VIRTUAL HUMAN MOTION TECHNIQUES WITH DYNAMIC MOTION SIMULATOR AND CONTROLLER

2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ismahafezi Ismail ◽  
Mohd Sharizal Sunar

Modifying realistic virtual human movement has become a challenging task to the researcher for computer games and animation development. To achieve realistic virtual human, the character movement must have same motion like real human. Virtual human movement can be created by blending different sources such as motion capture, dynamic and kinematics simulation. Editing dynamic movement requires a great skill from animator and takes a long time to setup. This paper presents a new technique for editing virtual human motion state using dynamic motion control in the real time animation. The system approach based on active dynamic control by normalizes the trajectory of vector space position. This technique explores the perfect balance in dynamic motion controls for virtual human motion initial and final states. For that purpose, an enhancement of proportional-derivative controller will be used. This paper focuses on three main parts; virtual human hierarchy, motion editing techniques and motion dynamic control.  

2012 ◽  
Vol 11 (1) ◽  
pp. 51-57
Author(s):  
Ismahafezi Ismail ◽  
Mohd Shahrizal Sunar ◽  
Cik Suhaimi Yusof

3D character development is very important part in the character animation. Currently, animation researchers try to control their virtual character joint and make their character motion more realistic and look like real human movement. Using motion capture technology, input data for character movement can be manipulated. This paper presents a current motion research in the real time animation character and focused in dynamic motion control considering physic for game development. From this paper, the researcher can get better understanding what is the main issues and relevant technique that used by the recent researchers in this area. This review focuses on three main parts in dynamic motion generation with physics consideration and control: skeleton hierarchy and kinematics, motion capture data animation, and active dynamic control.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Thomas Treal ◽  
Philip L. Jackson ◽  
Jean Jeuvrey ◽  
Nicolas Vignais ◽  
Aurore Meugnot

AbstractVirtual reality platforms producing interactive and highly realistic characters are being used more and more as a research tool in social and affective neuroscience to better capture both the dynamics of emotion communication and the unintentional and automatic nature of emotional processes. While idle motion (i.e., non-communicative movements) is commonly used to create behavioural realism, its use to enhance the perception of emotion expressed by a virtual character is critically lacking. This study examined the influence of naturalistic (i.e., based on human motion capture) idle motion on two aspects (the perception of other’s pain and affective reaction) of an empathic response towards pain expressed by a virtual character. In two experiments, 32 and 34 healthy young adults were presented video clips of a virtual character displaying a facial expression of pain while its body was either static (still condition) or animated with natural postural oscillations (idle condition). The participants in Experiment 1 rated the facial pain expression of the virtual human as more intense, and those in Experiment 2 reported being more touched by its pain expression in the idle condition compared to the still condition, indicating a greater empathic response towards the virtual human’s pain in the presence of natural postural oscillations. These findings are discussed in relation to the models of empathy and biological motion processing. Future investigations will help determine to what extent such naturalistic idle motion could be a key ingredient in enhancing the anthropomorphism of a virtual human and making its emotion appear more genuine.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Matthew Joseph ◽  
Aaron Roth ◽  
Jonathan Ullman ◽  
Bo Waggoner

There are now several large scale deployments of differential privacy used to collect statistical information about users. However, these deployments periodically recollect the data and recompute the statistics using algorithms designed for a single use. As a result, these systems do not provide meaningful privacy guarantees over long time scales. Moreover, existing techniques to mitigate this effect do not apply in the “local model” of differential privacy that these systems use. In this paper, we introduce a new technique for local differential privacy that makes it possible to maintain up-to-date statistics over time, with privacy guarantees that degrade only in the number of changes in the underlying distribution rather than the number of collection periods. We use our technique for tracking a changing statistic in the setting where users are partitioned into an unknown collection of groups, and at every time period each user draws a single bit from a common (but changing) group-specific distribution. We also provide an application to frequency and heavy-hitter estimation.


2016 ◽  
Vol 2 (1) ◽  
pp. 4
Author(s):  
Arturo Bertomeu-Motos

From the time of Aristotle onward, there have been countless books written on the topic of movement in animals and humans. However, research of human motion, especially walking mechanisms, has increased over the last fifty years. The study of human body movement and its stability during locomotion involves both neuronal and mechanical aspect. The mechanical aspect, which is in the scope of this thesis, requires knowledge in the field of biomechanics. Walking is the most common maneuver of displacement for humans and it is performed by a stable dynamic motion. In this article it is introduced the bases of the human walking in biomechanical terms. Furthermore, two stability descriptive parameters during walking are also explained - Center of Pressure (CoP) and Zero-Moment Pint (ZMP).


Sensors ◽  
2020 ◽  
Vol 20 (6) ◽  
pp. 1801 ◽  
Author(s):  
Haitao Guo ◽  
Yunsick Sung

The importance of estimating human movement has increased in the field of human motion capture. HTC VIVE is a popular device that provides a convenient way of capturing human motions using several sensors. Recently, the motion of only users’ hands has been captured, thereby greatly reducing the range of motion captured. This paper proposes a framework to estimate single-arm orientations using soft sensors mainly by combining a Bi-long short-term memory (Bi-LSTM) and two-layer LSTM. Positions of the two hands are measured using an HTC VIVE set, and the orientations of a single arm, including its corresponding upper arm and forearm, are estimated using the proposed framework based on the estimated positions of the two hands. Given that the proposed framework is meant for a single arm, if orientations of two arms are required to be estimated, the estimations are performed twice. To obtain the ground truth of the orientations of single-arm movements, two Myo gesture-control sensory armbands are employed on the single arm: one for the upper arm and the other for the forearm. The proposed framework analyzed the contextual features of consecutive sensory arm movements, which provides an efficient way to improve the accuracy of arm movement estimation. In comparison with the ground truth, the proposed method estimated the arm movements using a dynamic time warping distance, which was the average of 73.90% less than that of a conventional Bayesian framework. The distinct feature of our proposed framework is that the number of sensors attached to end-users is reduced. Additionally, with the use of our framework, the arm orientations can be estimated with any soft sensor, and good accuracy of the estimations can be ensured. Another contribution is the suggestion of the combination of the Bi-LSTM and two-layer LSTM.


Author(s):  
Yingying Wang ◽  
Yongzhi Zhang

Tennis is a set of sports and entertainment and a sports activity, since 2014, tennis in China has been another rapid development. With the development of economy and technology, tennis training mode has been further optimized and reformed. At present, tennis training robot is the mainstream way to train athletes. However, there are some defects in the current tennis training robots, such as the low accuracy of human motion real-time evaluation, and the lack of stability. Therefore, this paper puts forward the related research on the real-time evaluation algorithm of human motion in tennis training robots, hoping to make up for the deficiency in this field. The research of this paper is mainly divided into four parts. The first part is to analyze the current situation of technology research in this field and put forward the idea of this paper by analyzing the shortcomings of the existing technology. The second part is the related basic theory research; this part deeply studies the core theory of tennis training and intelligent training robot, which provides a theoretical basis for the realization of the optimization scheme. The third part is the design and implementation of a real-time human motion evaluation optimization algorithm for tennis training robots. At the end of the paper, that is, the fourth part, through the way of field test and investigation, further proves the superiority of the improved real-time evaluation algorithm of human movement. The algorithm has good stability and accuracy and can meet the existing tennis training requirements.


Author(s):  
Carlos F. Rodri´guez ◽  
Nicola´s Ochoa Lleras

This article presents a methodology for the definition of vehicle simulator motion cues based on the biomechanical response of the vestibular organs to motion stimuli. The proposed method begins with an extension of the human motion perception model which includes the simulator kinematics. The goal of this procedure is to define the motion cues so that they reproduce vestibular sensor signals matching those of a reference motion, in terms of the Sensor-State vector. This vector is estimated by using dynamic models of the vestibular organs’ biomechanics. A definition of equivalent motion based on properties of these models is introduced. This definition allows for the proposal of a strategy to imitate the vestibular sensor signals. The methodology has been tested in simulation with a 3-dof planar motion simulator, resulting in satisfactory results. Finally, the potential of the proposed methodology is discussed.


2020 ◽  
pp. 174702182097951
Author(s):  
Emma Allingham ◽  
David Hammerschmidt ◽  
Clemens Wöllner

While the effects of synthesised visual stimuli on time perception processes are well documented, very little research on time estimation in human movement stimuli exists. This study investigated the effects of movement speed and agency on duration estimation of human motion. Participants were recorded using optical motion capture while they performed dance-like movements at three different speeds. They later returned for a perceptual experiment in which they watched point-light displays of themselves and one other participant. Participants were asked to identify themselves, to estimate the duration of the recordings, and to rate expressivity and quality of the movements. Results indicate that speed of movement affected duration estimations such that faster speeds were rated longer, in accordance with previous findings in non-biological motion. The biasing effects of speed were stronger for watching others’ movements than for watching one’s own point-light movements. Duration estimations were longer after acting out the movement compared with watching it, and speed differentially affected ratings of expressivity and quality. Findings suggest that aspects of temporal processing of visual stimuli may be modulated by inner motor representations of previously performed movements, and by physically carrying out an action compared with just watching it. Results also support the inner clock and change theories of time perception for the processing of human motion stimuli, which can inform the temporal mechanisms of the hypothesised separate processor for human movement information.


2008 ◽  
Vol 32 ◽  
pp. 419-452 ◽  
Author(s):  
V. Bulitko ◽  
M. Lustrek ◽  
J. Schaeffer ◽  
Y. Bjornsson ◽  
S. Sigmundarson

Real-time heuristic search is a challenging type of agent-centered search because the agent's planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan their paths simultaneously over large maps. Common search algorithms (e.g., A*, IDA*, D*, ARA*, AD*) are inherently not real-time and may lose completeness when a constant bound is imposed on per-action planning time. Real-time search algorithms retain completeness but frequently produce unacceptably suboptimal solutions. In this paper, we extend classic and modern real-time search algorithms with an automated mechanism for dynamic depth and subgoal selection. The new algorithms remain real-time and complete. On large computer game maps, they find paths within 7% of optimal while on average expanding roughly a single state per action. This is nearly a three-fold improvement in suboptimality over the existing state-of-the-art algorithms and, at the same time, a 15-fold improvement in the amount of planning per action.


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