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Smooth movers: perceptually guided human motion simulation

Published: 03 August 2007 Publication History

Abstract

To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the available hardware and overall simulation complexity. To date, no analysis of the factors that affect the perceived smoothness of animated virtual characters has been presented. In the first perceptual studies aimed at identifying such factors and their interactions, we have determined some thresholds that could be used to produce acceptably smooth human animations in a variety of conditions. Some interesting results were found, e.g., that character type, clothing, scene complexity or motion synchronicity had no effect on smoothness perception in our experiments, but cycle rate, linear velocity, motion complexity and group size all had a significant effect, with slower or lower intensity movements generally requiring fewer updates. Our results should be of real practical use to character animators in various application areas, but in particular to developers of real-time applications where Simulation Levels Of Detail (SLOD) need to be employed.

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  • (2017)ACMICSAutonomous Agents and Multi-Agent Systems10.1007/s10458-017-9366-831:6(1403-1423)Online publication date: 1-Nov-2017
  • (2014)Trade-offs between responsiveness and naturalness for player charactersProceedings of the 7th International Conference on Motion in Games10.1145/2668064.2668087(61-70)Online publication date: 6-Nov-2014
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cover image ACM Conferences
SCA '07: Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
August 2007
287 pages
ISBN:9781595936240

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Eurographics Association

Goslar, Germany

Publication History

Published: 03 August 2007

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SCA '07 Paper Acceptance Rate 28 of 81 submissions, 35%;
Overall Acceptance Rate 183 of 487 submissions, 38%

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Cited By

View all
  • (2018)Perceptual evaluation of maneuvering motion illusion for virtual pedestriansThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-018-1557-z34:6-8(1119-1128)Online publication date: 1-Jun-2018
  • (2017)ACMICSAutonomous Agents and Multi-Agent Systems10.1007/s10458-017-9366-831:6(1403-1423)Online publication date: 1-Nov-2017
  • (2014)Trade-offs between responsiveness and naturalness for player charactersProceedings of the 7th International Conference on Motion in Games10.1145/2668064.2668087(61-70)Online publication date: 6-Nov-2014
  • (2011)Perception of simplification artifacts for animated charactersProceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization10.1145/2077451.2077469(93-100)Online publication date: 27-Aug-2011
  • (2011)Perceptual effects of scene context and viewpoint for virtual pedestrian crowdsACM Transactions on Applied Perception10.1145/1870076.18700788:2(1-22)Online publication date: 2-Feb-2011
  • (2010)Simulating believable crowd and group behaviorsACM SIGGRAPH ASIA 2010 Courses10.1145/1900520.1900533(1-92)Online publication date: 15-Dec-2010
  • (2010)The saliency of anomalies in animated human charactersACM Transactions on Applied Perception10.1145/1823738.18237407:4(1-14)Online publication date: 26-Jul-2010
  • (2009)Realistic human body movement for emotional expressivenessACM SIGGRAPH 2009 Courses10.1145/1667239.1667259(1-27)Online publication date: 3-Aug-2009
  • (2008)Perceptually guided expressive facial animationProceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.5555/1632592.1632603(67-76)Online publication date: 7-Jul-2008
  • (2008)Perceptual evaluation of position and orientation context rules for pedestrian formationsProceedings of the 5th symposium on Applied perception in graphics and visualization10.1145/1394281.1394295(75-82)Online publication date: 9-Aug-2008

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