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Human motion control with physically plausible foot contact models

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dc.contributor.authorKim, Jongmin-
dc.contributor.authorPark, Hwangpil-
dc.contributor.authorLee, Jehee-
dc.contributor.authorKwon, Taesoo-
dc.date.accessioned2022-07-15T22:30:29Z-
dc.date.available2022-07-15T22:30:29Z-
dc.date.created2021-05-12-
dc.date.issued2015-06-
dc.identifier.issn0178-2789-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/157065-
dc.description.abstractThe foot-to-ground contact model plays an important role in the simulation of highly dynamic motions, such as turns and kicks. In this paper, we propose a method for solving dynamically cumbersome slipping contact problems, which are frequently observed in highly dynamic motions. We employ and modify a combination of two different types of cones representing the inequality constraints of a contact model: the friction cone and the velocity cone. The friction cone makes character animation physically plausible while the velocity cone allows a character to perform a sharp turn without foot-to-ground penetration. Our system effectively simulates human behavior using an inverted pendulum on a cart (IPC) model and motion capture data. In the preprocessing step, we analyze motion capture data to extract meaningful information for the IPC model. At run-time, our system produces a physically simulated character by tracking the desired motion that is predicted by the IPC model. We formulate human motion control as a quadratic programming satisfying the proposed foot-to-ground contact constraints. Our examples show that the proposed system can produce physically plausible character animation without noticeable foot-to-ground contact artifacts.-
dc.language영어-
dc.language.isoen-
dc.publisherSPRINGER-
dc.titleHuman motion control with physically plausible foot contact models-
dc.typeArticle-
dc.contributor.affiliatedAuthorKwon, Taesoo-
dc.identifier.doi10.1007/s00371-015-1097-8-
dc.identifier.scopusid2-s2.0-84930765370-
dc.identifier.wosid000357487500014-
dc.identifier.bibliographicCitationVISUAL COMPUTER, v.31, no.6-8, pp.883 - 891-
dc.relation.isPartOfVISUAL COMPUTER-
dc.citation.titleVISUAL COMPUTER-
dc.citation.volume31-
dc.citation.number6-8-
dc.citation.startPage883-
dc.citation.endPage891-
dc.type.rimsART-
dc.type.docTypeArticle; Proceedings Paper-
dc.description.journalClass1-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalWebOfScienceCategoryComputer Science, Software Engineering-
dc.subject.keywordPlusINTERACTIVE SIMULATION-
dc.subject.keywordAuthorPhysics-based simulation-
dc.subject.keywordAuthorCharacter animation-
dc.subject.keywordAuthorData-driven animation-
dc.identifier.urlhttps://link.springer.com/article/10.1007/s00371-015-1097-8-
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