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
Identifer | oai:union.ndltd.org:DRESDEN/oai:qucosa:de:qucosa:86444 |
Date | 12 July 2023 |
Creators | Zhang, Liang |
Contributors | Brunnett, Guido, Latoschik, Marc Erich, Technische Universität Chemnitz |
Source Sets | Hochschulschriftenserver (HSSS) der SLUB Dresden |
Language | English |
Detected Language | English |
Type | info:eu-repo/semantics/publishedVersion, doc-type:doctoralThesis, info:eu-repo/semantics/doctoralThesis, doc-type:Text |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0018 seconds