نتایج جستجو برای: pts motion and time analysis mtm motion capture system virtual environment

تعداد نتایج: 17786552  

2002
Daniel Thalmann Jean-Sébastien Monzani

Interactive systems, games, VR and multimedia systems require more and more flexible Virtual Humans with individualities. Behavioral animation seems to be the best way to develop this kind of applications, but there is still a major problem to select the right laws and rules to implement individual but believable behaviors. To create motion laws, there are mainly two approaches: 1) Recording th...

2012
Peter Sandilands Myung Geol Choi Taku Komura

Games and interactive virtual worlds increasingly rely on interactions with the environment, and require animations for displaying them. Manually synthesizing such animations is a daunting task due to the difficulty of handling the close interactions between a character’s body and the object. Capturing such movements using optical motion capture systems, which are the most prevalent devices for...

2012
Pedro Nogueira

In this paper we provide the reader with a simple, yet thorough, overview of what is motion capture, its history and evolution so far and processes used in acquiring the tri-dimensional data of the recorded scene, take or animation. A brief look at the “mocap” process’s (short for motion capture) structure is given followed by an extensive list of the technologies behind the most popular system...

Journal: :Journal of biomechanics 2014
Anne Schmitz Mao Ye Robert Shapiro Ruigang Yang Brian Noehren

Markerless motion capture systems have developed in an effort to evaluate human movement in a natural setting. However, the accuracy and reliability of these systems remain understudied. Therefore, the goals of this study were to quantify the accuracy and repeatability of joint angles using a single camera markerless motion capture system and to compare the markerless system performance with th...

Journal: :Memory & cognition 2006
Tracy Packiam Alloway Martin Corley Michael Ramscar

Spatial perspective can be directed by various reference frames, as well as by the direction of motion. In the present study, we explored how ambiguity in spatial tasks can be resolved. Participants were presented with virtual reality environments in order to stimulate a spatialreference frame based on motion. They interacted with an ego-moving spatial system in Experiment 1 and an object-movin...

Journal: :Work 2012
G Caragnano I Lavatelli

ERGO-MTM is an innovative model to set standard times of manual tasks. MTM, developed in the forties by industrial engineers, assigns a basic time to execute a given motion based on the concept of normal performance (speed, effort and precision). The traditional models to set a standard time then add to the basic time a fatigue allowance, applied on each individual motion, depending generally o...

2017
Clément Désoche Clement Desoche

This report presents Camera Motion Graphs, a new technique to easily and efficiently generate cinematographic sequences in real-time dynamic 3D environments. A camera motion graph consists of (i) pieces of original camera trajectories attached to one or multiple targets, (ii) generated continuous transitions between those trajectories and (iii) transitions representing cuts between two camera t...

Journal: :Comput. Graph. Forum 2013
Kevin Wampler Jovan Popovic Zoran Popovic

There exists a large body of research devoted to creating real time interactive locomotion controllers which are targeted at some specific class of character, most often humanoid bipeds. Relatively little work, however, has been done on approaches which are applicable to creatures with a wide range of different forms – partially due to the lack of easily obtainable motion-capture data for anima...

2006
Jinxiang Chai Takeo Kanade Leonard McMillan Michiel van de Panne Nancy Pollard Harry Shum

Interactive control of human characters would allow the intuitive control of characters in computer/video games, the control of avatars for virtual reality, electronically mediated communication or teleconferencing, and the rapid prototyping of character animations for movies. To be useful, such a system must be capable of controlling a lifelike character interactively, precisely, and intuitive...

Journal: :Int. J. Hum.-Comput. Stud. 2012
Mores Prachyabrued Christoph W. Borst

We address a “sticking object” problem for the release of whole-hand virtual grasps. The problem occurs when grasping techniques require fingers to be moved outside an object’s boundaries after a user’s (real) fingers interpenetrate virtual objects due to a lack of physical motion constraints. This may be especially distracting for grasp techniques that introduce mismatches between tracked and ...

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