Silva et al., 2021 - Google Patents
Topple-free foot strategy applied to real-time motion capture data using kinect sensorSilva 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 …
- 210000002683 Foot 0 abstract description 86
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/10—Control of the course of the game, e.g. start, progess, end
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/02—Accessories
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 |