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Generating a Ball Sport Scene in a Virtual Environment

Authors
Choi, JonginKim, SookyunKim, SunjeongKang, Shinjin
Issue Date
30-Nov-2019
Publisher
KSII-KOR SOC INTERNET INFORMATION
Keywords
Virtual character; Human computer interaction; Natural user interface; Physics - based optimization; Motion synthesis
Citation
KSII TRANSACTIONS ON INTERNET AND INFORMATION SYSTEMS, v.13, no.11, pp.5512 - 5526
Journal Title
KSII TRANSACTIONS ON INTERNET AND INFORMATION SYSTEMS
Volume
13
Number
11
Start Page
5512
End Page
5526
URI
https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/814
DOI
10.3837/tiis.2019.11.013
ISSN
1976-7277
Abstract
In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.
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