TY - GEN
T1 - Haptic puppetry for interactive games
AU - Kim, Sujeong
AU - Zhang, Xinyu
AU - Kim, Young J.
PY - 2006
Y1 - 2006
N2 - In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, typically, an articulated model used in the field has a high degree-of-freedom (DOF) for joints so that it is challenging to devise an easy-to-use interface to control the individual DOF. In this paper, as an alternative to existing techniques for controlling articulated characters, we propose the traditional marionette control [1] as natural interfaces to control the characters, and explain how to implement a virtual marionette based on physically-based modelling and haptic paradigm. Using our virtual marionette system, we can rapidly but easily create sophisticated motions for a high-DOF articulated character. Moreover, our system relies on haptic interfaces to model the behavior of real-world marionette controls and provides to the puppeteer responsive forces as a result of the created motions. This results in the puppeteer having a better sense of control over the marionette that she or he manipulates. Our experimentations show that our system can create reasonably complicated motions for articulated characters in an easy and quick manner at highly interactive rates.
AB - In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, typically, an articulated model used in the field has a high degree-of-freedom (DOF) for joints so that it is challenging to devise an easy-to-use interface to control the individual DOF. In this paper, as an alternative to existing techniques for controlling articulated characters, we propose the traditional marionette control [1] as natural interfaces to control the characters, and explain how to implement a virtual marionette based on physically-based modelling and haptic paradigm. Using our virtual marionette system, we can rapidly but easily create sophisticated motions for a high-DOF articulated character. Moreover, our system relies on haptic interfaces to model the behavior of real-world marionette controls and provides to the puppeteer responsive forces as a result of the created motions. This results in the puppeteer having a better sense of control over the marionette that she or he manipulates. Our experimentations show that our system can create reasonably complicated motions for articulated characters in an easy and quick manner at highly interactive rates.
UR - http://www.scopus.com/inward/record.url?scp=33745805816&partnerID=8YFLogxK
U2 - 10.1007/11736639_162
DO - 10.1007/11736639_162
M3 - Conference contribution
AN - SCOPUS:33745805816
SN - 3540334238
SN - 9783540334231
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 1292
EP - 1302
BT - Technologies for E-Learning and Digital Entertainment - First International Conference, Edutainment 2006, Proceedings
PB - Springer Verlag
T2 - 1st International Conference on Technologies for E-Learning and Digital Entertainment, Edutainment 2006
Y2 - 16 April 2006 through 19 April 2006
ER -