Return to search

Creating an Autonomously Interactive Virtual Character

This thesis describes a set of techniques and methods to create an autonomously interactive character as a virtual opponent in a Virtual Reality (VR) application for anticipation training in sports karate. Convincing karate movements are created by blending adequate motion capture data in real-time with motion blending. Attack techniques with a precise attacking position are achieved by using hybrid Inverse Kinematics. Stepping movements are created with a motion graph approach, enabling the virtual character to adapt the position relative to the user’s position. An offline preprocessing method is proposed to cope with a large amount of motion capture data. The realized character can autonomously and interactively respond to the trainee’s movement and perform a suitable hand attack. A user study among karate athletes shows a general acceptance of the implemented system as a useful tool for anticipation training.:List of Figures
List of Tables
1 Introduction
2 Human Motion Synthesis and Animation
3 Combining Inverse Kinematics with Motion Blending
4 Automatic Motion Base Creation
5 Create an Autonomous Interactive Character
6 Conclusion and Discussion
Appendices
Bibliography

Identiferoai:union.ndltd.org:DRESDEN/oai:qucosa:de:qucosa:86444
Date12 July 2023
CreatorsZhang, Liang
ContributorsBrunnett, Guido, Latoschik, Marc Erich, Technische Universität Chemnitz
Source SetsHochschulschriftenserver (HSSS) der SLUB Dresden
LanguageEnglish
Detected LanguageEnglish
Typeinfo:eu-repo/semantics/publishedVersion, doc-type:doctoralThesis, info:eu-repo/semantics/doctoralThesis, doc-type:Text
Rightsinfo:eu-repo/semantics/openAccess

Page generated in 0.0023 seconds