[go: up one dir, main page]

Silva et al., 2021 - Google Patents

Topple-free foot strategy applied to real-time motion capture data using kinect sensor

Silva et al., 2021

Document ID
6065423488504294631
Author
Silva D
Vidal C
Cavalcante-Neto J
Pessoa I
Nunes R
Publication year
Publication venue
Proceedings of the 36th Annual ACM Symposium on Applied Computing

External Links

Snippet

The hardware evolution has promoted unique possibilities of interaction in virtual environments, attracting much research in the most diverse fields, especially in games. In this work, we explore the animation data captured by Microsoft Kinect in real-time for …
Continue reading at dl.acm.org (other versions)

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06FELECTRICAL DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/10Control of the course of the game, e.g. start, progess, end
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/02Accessories

Similar Documents

Publication Publication Date Title
Caserman et al. Real-time body tracking in virtual reality using a Vive tracker
US12236513B2 (en) Virtual character posture adjustment
Steinicke et al. Taxonomy and implementation of redirection techniques for ubiquitous passive haptic feedback
Jain et al. Optimization-based interactive motion synthesis
Badler et al. Real-time control of a virtual human using minimal sensors
Faloutsos et al. The virtual stuntman: dynamic characters with a repertoire of autonomous motor skills
CN1168057C (en) Method for tracking and displaying the position and orientation of a user in space, method for presenting a virtual environment to a user and system for implementing these methods
Pai et al. Armswing: Using arm swings for accessible and immersive navigation in ar/vr spaces
Shum et al. Real-time physical modelling of character movements with microsoft kinect
Ishigaki et al. Performance-based control interface for character animation
Wrotek et al. Dynamo: dynamic, data-driven character control with adjustable balance
Huang An omnidirectional stroll-based virtual reality interface and its application on overhead crane training
Multon et al. MKM: a global framework for animating humans in virtual reality applications
Shapiro et al. A dynamic controller toolkit
Brown et al. Control of rotational dynamics for ground behaviors
Silva et al. Topple-free foot strategy applied to real-time motion capture data using kinect sensor
da Silva et al. Tunable robustness: An artificial contact strategy with virtual actuator control for balance
US7012608B1 (en) Simulation device
Kenwright Responsive biped character stepping: When push comes to shove
Phillips Interactive postural control of articulated geometric figures
Kenwright Generating responsive life-like biped characters
US20120223953A1 (en) Kinematic Engine for Adaptive Locomotive Control in Computer Simulations
Sugimori et al. Avatar Tracking Control with Featherstone's Algorithm and Newton-Euler Formulation for Inverse Dynamics
Smeddinck et al. Hoverboard: A Leap to the Future of Locomotion in VR!?
Salvetti et al. Smooth transitioning between two walking metaphors for Virtual Reality applications