In this study, we focus on developing a motion synthesis framework that generates a natural transition motion between two different behaviours to interact with a moving object. Specifically, the proposed framework generates the transition motion, bridging from a locomotive behaviour to an object interaction behaviour. And, the transition motion should adapt to the spatiotemporal variation of the target object in an online manner, so as to naturally connect the behaviours. To solve this issue, we propose a framework that combines a regression model and a transition motion planner. The neural network-based regression model estimates the reference transition strategy to guide the reference pattern of the transitioning, adapted to the varying situation. The transition motion planner reconstructs the transition motion based on the reference pattern while considering dynamic constraints that avoid the footskate and interaction constraints. The proposed framework is validated to synthesize various transition motions while adapting to the spatio-temporal variation of the object by using object grasping motion, and athletic motions in soccer.
We developed a new framework to generate hand and finger grasping motions. The proposed framework provides online adaptation to the position and orientation of objects and can generate grasping motions even when the object shape differs from that used during motion capture. This is achieved by using a mesh model, which we call primitive object grasping (POG), to represent the object grasping motion. The POG model uses a mesh deformation algorithm that keeps the original shape of the mesh while adapting to varying constraints. These characteristics are beneficial for finger grasping motion synthesis that satisfies constraints for mimicking the motion capture sequence and the grasping points reflecting the shape of the object. We verify the adaptability of the proposed motion synthesizer according to its position/orientation and shape variations of different objects by using motion capture sequences for grasping primitive objects, namely, a sphere, a cylinder, and a box. In addition, a different grasp strategy called a three‐finger grasp is synthesized to validate the generality of the POG‐based synthesis framework.
With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.
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