CoolMoves

CoolMoves
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酷动

DOI:
10.1145/3463499
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发表时间:
2021
影响因子:
--
通讯作者:
Andrew D. Wilson
Andrew D. Wilson
中科院分区:
--
文献类型:
--
作者:
Karan Ahuja;Mar González;Andrew D. Wilson

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当前的虚拟现实(VR)系统缺乏对用户运动的风格化和修饰-这些概念已经在游戏和电影的动画中得到了很好的探索。我们提出了CooIMoves,一个系统的表达和强调全身运动合成的用户的虚拟化身在实时的,从有限的输入线索提供当前的消费级VR系统,特别是耳机和手的位置。我们利用现有的运动捕捉数据库作为模板运动库提请。我们匹配数据库中存在的类似的时空运动,然后使用加权距离度量在它们之间进行插值。联合预测概率,然后使用时间平滑的合成运动,使用人体运动动力学作为先验。这使得我们的系统即使在非常稀疏的运动数据库(例如,每个动作只有3-5个动作)。我们通过四个实验验证了我们的系统:我们的定量姿态重建的技术评估和三个额外的用户研究,以评估运动质量,体现和机构。
Current Virtual Reality (VR) systems are bereft of stylization and embellishment of the user's motion - concepts that have been well explored in animations for games and movies. We present CooIMoves, a system for expressive and accentuated full-body motion synthesis of a user's virtual avatar in real-time, from the limited input cues afforded by current consumer-grade VR systems, specifically headset and hand positions. We make use of existing motion capture databases as a template motion repository to draw from. We match similar spatio-temporal motions present in the database and then interpolate between them using a weighted distance metric. Joint prediction probability is then used to temporally smooth the synthesized motion, using human motion dynamics as a prior. This allows our system to work well even with very sparse motion databases (e.g., with only 3-5 motions per action). We validate our system with four experiments: a technical evaluation of our quantitative pose reconstruction and three additional user studies to evaluate the motion quality, embodiment and agency.
DOI: 10.3389/frvir.2020.575943
发表时间: 2021-02-09
影响因子: --
作者:
Peck, Tabitha C.;Gonzalez-Franco, Mar
通讯作者: Gonzalez-Franco, Mar