Abstract
Juggling, which uses both hands to keep several objects in the air at once, is admired by anyone who sees it. However, skillful real-world juggling requires long, hard practice. Therefore, we propose an interesting method to enable anyone to juggle skillfully in the virtual world. In the real world, the human motion has to follow the motion of the moving objects; in the virtual world, the objects' motion can be adjusted together with the human motion. By using this freedom, we have generated a juggling avatar that can follow the user's motion. The user simply makes juggling-like motions in front of a motion sensor. Our system then searches for juggling motions that closely match the user's motions and connects them smoothly. We then generate moving objects that both satisfy the laws of physics and are synchronized with the synthesized motion of the avatar. In this way, we can generate a variety of juggling animations by an avatar in real time. We propose an interesting method to enable anyone to juggle skillfully in the virtual world. The user simply makes juggling-like motions in front of a motion sensor. Our system then searches for juggling motions that closely match the user's motions and connects them smoothly. We then generate moving objects that both satisfy the laws of physics and are synchronized with the synthesized motion of the avatar.
Original language | English |
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Pages (from-to) | 443-450 |
Number of pages | 8 |
Journal | Computer Animation and Virtual Worlds |
Volume | 27 |
Issue number | 3-4 |
DOIs | |
Publication status | Published - 2016 May 1 |
Bibliographical note
Funding Information:This research was supported by Hallym University Research Fund, 2016(HRF 201603 005), Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education, Science and Technology (NRF 2012R1A1A1012895, NRF 2013R1A1A2011602, NRF 2014R1A2A2A01007143), and Convergence Technology Development (S2172401).
Publisher Copyright:
© 2016 John Wiley & Sons, Ltd.
Keywords
- character animation
- handling objects
- physics-based animation
- real-time motion control
- virtual reality
ASJC Scopus subject areas
- Software
- Computer Graphics and Computer-Aided Design