Exploiting motion capture to enhance avoidance behaviour in games

Ben J.H. Van Basten, Sander E.M. Jansen, Ioannis Karamouzas

Research output: Chapter in Book/Report/Conference proceedingConference contribution

21 Scopus citations

Abstract

Realistic simulation of interacting virtual characters is essential in computer games, training and simulation applications. The problem is very challenging since people are accustomed to real-world situations and thus, they can easily detect inconsistencies and artifacts in the simulations. Over the past twenty years several models have been proposed for simulating individuals, groups and crowds of characters. However, little effort has been made to actually understand how humans solve interactions and avoid inter-collisions in real-life. In this paper, we exploit motion capture data to gain more insights into human-human interactions. We propose four measures to describe the collision-avoidance behavior. Based on these measures, we extract simple rules that can be applied on top of existing agent and force based approaches, increasing the realism of the resulting simulations.

Original languageEnglish (US)
Title of host publicationMotion in Games - Second International Workshop, MIG 2009, Proceedings
Pages29-40
Number of pages12
DOIs
StatePublished - Dec 1 2009
Event2nd International Workshop on Motion in Games, MIG 2009 - Zeist, Netherlands
Duration: Nov 21 2009Nov 24 2009

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume5884 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Other

Other2nd International Workshop on Motion in Games, MIG 2009
CountryNetherlands
CityZeist
Period11/21/0911/24/09

Keywords

  • Collision avoidance
  • Human-human interaction
  • Motion analysis
  • Motion capture

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