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Perceiving human motion variety

Published: 27 August 2011 Publication History

Abstract

In order to simulate plausible groups or crowds of virtual characters, it is important to ensure that the individuals in a crowd do not look, move, behave or sound identical to each other. Such obvious 'cloning' can be disconcerting and reduce the engagement of the viewer with an animated movie, virtual environment or game. In this paper, we focus in particular on the problem of motion cloning, i. e., where the motion from one person is used to animate more than one virtual character model. Using our database of motions captured from 83 actors (45M and 38F), we present an experimental framework for evaluating human motion, which allows both the static (e.g., skeletal structure) and dynamic aspects (e.g., walking style) of an animation to be controlled. This framework enables the creation of crowd scenarios using captured human motions, thereby generating simulations similar to those found in commercial games and movies, while allowing full control over the parameters that affect the perceived variety of the individual motions in a crowd. We use the framework to perform an experiment on the perception of characteristic walking motions in a crowd, and conclude that the minimum number of individual motions needed for a crowd to look varied could be as low as three. While the focus of this paper was on the dynamic aspects of animation, our framework is general enough to be used to explore a much wider range of factors that affect the perception of characteristic human motion.

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  • (2024)Wayfinding in immersive virtual environments as social activity supported by virtual agentsFrontiers in Virtual Reality10.3389/frvir.2023.13347954Online publication date: 29-Feb-2024
  • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
  • (2022)The Effect of Characters’ Locomotion on Audience Perception of Crowd AnimationArtsIT, Interactivity and Game Creation10.1007/978-3-030-95531-1_27(398-412)Online publication date: 10-Feb-2022
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    cover image ACM Conferences
    APGV '11: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
    August 2011
    128 pages
    ISBN:9781450308892
    DOI:10.1145/2077451
    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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    Publication History

    Published: 27 August 2011

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    Author Tags

    1. animation perception
    2. animation variety
    3. crowd animation

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    APGV '11 Paper Acceptance Rate 19 of 33 submissions, 58%;
    Overall Acceptance Rate 19 of 33 submissions, 58%

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    Cited By

    View all
    • (2024)Wayfinding in immersive virtual environments as social activity supported by virtual agentsFrontiers in Virtual Reality10.3389/frvir.2023.13347954Online publication date: 29-Feb-2024
    • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
    • (2022)The Effect of Characters’ Locomotion on Audience Perception of Crowd AnimationArtsIT, Interactivity and Game Creation10.1007/978-3-030-95531-1_27(398-412)Online publication date: 10-Feb-2022
    • (2021)Perception of Motion Variations in Large-Scale Virtual Human CrowdsProceedings of the 14th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3487983.3488288(1-7)Online publication date: 10-Nov-2021
    • (2019)Perception of virtual charactersACM SIGGRAPH 2019 Courses10.1145/3305366.3328101(1-17)Online publication date: 28-Jul-2019
    • (2018)How Users Distinguish Trees Within a Virtual EnvironmentHCI International 2018 – Posters' Extended Abstracts10.1007/978-3-319-92279-9_33(245-252)Online publication date: 7-Jun-2018
    • (2017)Generating Virtual Avatars with Personalized Walking Gaits using Commodity HardwareProceedings of the on Thematic Workshops of ACM Multimedia 201710.1145/3126686.3126766(219-227)Online publication date: 23-Oct-2017
    • (2017)Shape up! Perception based body shape variation for data-driven crowds2017 IEEE Virtual Humans and Crowds for Immersive Environments (VHCIE)10.1109/VHCIE.2017.7935623(1-7)Online publication date: Mar-2017
    • (2016)FrankenFolkACM Transactions on Applied Perception10.1145/294806613:4(1-13)Online publication date: 19-Jul-2016
    • (2015)A Survey of Real‐Time Crowd RenderingComputer Graphics Forum10.1111/cgf.1277435:8(32-50)Online publication date: 15-Oct-2015
    • Show More Cited By

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