• Àüü
  • ÀüÀÚ/Àü±â
  • Åë½Å
  • ÄÄÇ»ÅÍ
´Ý±â

»çÀÌÆ®¸Ê

Loading..

Please wait....

¿µ¹® ³í¹®Áö

Ȩ Ȩ > ¿¬±¸¹®Çå > ¿µ¹® ³í¹®Áö > TIIS (Çѱ¹ÀÎÅͳÝÁ¤º¸ÇÐȸ)

TIIS (Çѱ¹ÀÎÅͳÝÁ¤º¸ÇÐȸ)

Current Result Document :

ÇѱÛÁ¦¸ñ(Korean Title) Generating a Ball Sport Scene in a Virtual Environment
¿µ¹®Á¦¸ñ(English Title) Generating a Ball Sport Scene in a Virtual Environment
ÀúÀÚ(Author) Jongin Choi   Sookyun Kim   Sunjeong Kim   Shinjin Kang  
¿ø¹®¼ö·Ïó(Citation) VOL 13 NO. 11 PP. 5512 ~ 5526 (2019. 11)
Çѱ۳»¿ë
(Korean Abstract)
¿µ¹®³»¿ë
(English Abstract)
In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user¡¯s, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.
Å°¿öµå(Keyword) Virtual character   Human computer interaction   Natural user interface   Physics 뻖ased optimization   Motion synthesis  
ÆÄÀÏ÷ºÎ PDF ´Ù¿î·Îµå