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Interactive control of physically-valid aerial motion: application to VR training system for gymnasts

Published: 05 November 2007 Publication History

Abstract

This paper aims at proposing a new method to animate aerial motions in interactive environments while taking dynamics into account. Classical approaches are based on spacetime constraints and require a complete knowledge of the motion. However, in Virtual Reality, the user's actions are unpredictable so that such techniques cannot be used. In this paper, we deal with the simulation of gymnastic aerial motions in virtual reality. A user can directly interact with the virtual gymnast thanks to a real-time motion capture system. The user's arm motions are blended to the original aerial motions in order to verify their consequences on the virtual gymnast's performance. Hence, a user can select an initial motion, an initial velocity vector, an initial angular momentum, and a virtual character. Each of these choices has a direct influence on mechanical values such as the linear and angular momentum. We thus have developed an original method to adapt the character's poses at each time step in order to make these values compatible with mechanical laws: the angular momentum is constant during the aerial phase and the linear one is determined at take-off. Our method enables to animate up to 16 characters at 30hz on a common PC. To sum-up, our method enables to solve kinematic constraints, to retarget motion and to correct it to satisfy mechanical laws. The virtual gymnast application described in this paper is very promising to help sports-men getting some ideas which postures are better during the aerial phase for better performance.

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  1. Interactive control of physically-valid aerial motion: application to VR training system for gymnasts

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      cover image ACM Conferences
      VRST '07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology
      November 2007
      259 pages
      ISBN:9781595938633
      DOI:10.1145/1315184
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 05 November 2007

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      Author Tags

      1. dynamics
      2. interactivity
      3. motion control
      4. sports application
      5. virtual human

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      • (2013)Transfer of Complex Skill Learning from Virtual to Real RowingPLoS ONE10.1371/journal.pone.00821458:12(e82145)Online publication date: 20-Dec-2013
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      • (2011)Novel non-contact and non-attached technique for detecting sports motionMeasurement10.1016/j.measurement.2011.05.00144:8(1361-1366)Online publication date: Oct-2011
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      • (2009)Using real-time acceleration data for exercise movement training with a decision tree approach2009 International Conference on Machine Learning and Cybernetics10.1109/ICMLC.2009.5212632(3005-3010)Online publication date: Jul-2009
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