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 language | English (US) |
|---|---|
| Title of host publication | Motion in Games - Second International Workshop, MIG 2009, Proceedings |
| Pages | 29-40 |
| Number of pages | 12 |
| DOIs | |
| State | Published - 2009 |
| Externally published | Yes |
| Event | 2nd International Workshop on Motion in Games, MIG 2009 - Zeist, Netherlands Duration: Nov 21 2009 → Nov 24 2009 |
Publication series
| Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
|---|---|
| Volume | 5884 LNCS |
| ISSN (Print) | 0302-9743 |
| ISSN (Electronic) | 1611-3349 |
Other
| Other | 2nd International Workshop on Motion in Games, MIG 2009 |
|---|---|
| Country/Territory | Netherlands |
| City | Zeist |
| Period | 11/21/09 → 11/24/09 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- Collision avoidance
- Human-human interaction
- Motion analysis
- Motion capture
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