TY - GEN
T1 - An animation system for imitation of object grasping in virtual reality
AU - Weber, Matthias
AU - Heumer, Guido
AU - Ben Amor, Heni
AU - Jung, Bernhard
PY - 2006/12/1
Y1 - 2006/12/1
N2 - Interactive virtual characters are nowadays commonplace in games, animations, and Virtual Reality (VR) applications. However, relatively few work has so far considered the animation of interactive object manipulations performed by virtual humans. In this paper, we first present a hierarchical control architecture incorporating plans, behaviors, and motor programs that enables virtual humans to accurately manipulate scene objects using different grasp types. Furthermore, as second main contribution, we introduce a method by which virtual humans learn to imitate object manipulations performed by human VR users. To this end, movements of the VR user are analyzed and processed into abstract actions. A new data structure called grasp events is used for storing information about user interactions with scene objects. High-level plans are instantiated based on grasp events to drive the virtual humans' animation. Due to their high-level representation, recorded manipulations often naturally adapt to new situations without losing plausibility.
AB - Interactive virtual characters are nowadays commonplace in games, animations, and Virtual Reality (VR) applications. However, relatively few work has so far considered the animation of interactive object manipulations performed by virtual humans. In this paper, we first present a hierarchical control architecture incorporating plans, behaviors, and motor programs that enables virtual humans to accurately manipulate scene objects using different grasp types. Furthermore, as second main contribution, we introduce a method by which virtual humans learn to imitate object manipulations performed by human VR users. To this end, movements of the VR user are analyzed and processed into abstract actions. A new data structure called grasp events is used for storing information about user interactions with scene objects. High-level plans are instantiated based on grasp events to drive the virtual humans' animation. Due to their high-level representation, recorded manipulations often naturally adapt to new situations without losing plausibility.
UR - http://www.scopus.com/inward/record.url?scp=77249157857&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77249157857&partnerID=8YFLogxK
U2 - 10.1007/11941354_8
DO - 10.1007/11941354_8
M3 - Conference contribution
AN - SCOPUS:77249157857
SN - 3540497765
SN - 9783540497769
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 65
EP - 76
BT - Advances in Artificial Reality and Tele-Existence - 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, Proceedings
T2 - 16th International Conference on Artificial Reality and Telexistence, ICAT 2006
Y2 - 29 November 2006 through 1 December 2006
ER -