Let's be a virtual juggler
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Choi, Jong-In | - |
dc.contributor.author | Kim, Sun-Jeong | - |
dc.contributor.author | Kim, Chang-Hun | - |
dc.contributor.author | Lee, Jung | - |
dc.date.accessioned | 2021-09-03T23:59:42Z | - |
dc.date.available | 2021-09-03T23:59:42Z | - |
dc.date.created | 2021-06-18 | - |
dc.date.issued | 2016-05 | - |
dc.identifier.issn | 1546-4261 | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/88704 | - |
dc.description.abstract | Juggling, which uses both hands to keep several objects in the air at once, is admired by anyone who sees it. However, skillful real-world juggling requires long, hard practice. Therefore, we propose an interesting method to enable anyone to juggle skillfully in the virtual world. In the real world, the human motion has to follow the motion of the moving objects; in the virtual world, the objects' motion can be adjusted together with the human motion. By using this freedom, we have generated a juggling avatar that can follow the user's motion. The user simply makes juggling-like motions in front of a motion sensor. Our system then searches for juggling motions that closely match the user's motions and connects them smoothly. We then generate moving objects that both satisfy the laws of physics and are synchronized with the synthesized motion of the avatar. In this way, we can generate a variety of juggling animations by an avatar in real time. Copyright (C) 2016 John Wiley & Sons, Ltd. | - |
dc.language | English | - |
dc.language.iso | en | - |
dc.publisher | WILEY | - |
dc.title | Let's be a virtual juggler | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Kim, Chang-Hun | - |
dc.identifier.doi | 10.1002/cav.1701 | - |
dc.identifier.wosid | 000383363300029 | - |
dc.identifier.bibliographicCitation | COMPUTER ANIMATION AND VIRTUAL WORLDS, v.27, no.3-4, pp.443 - 450 | - |
dc.relation.isPartOf | COMPUTER ANIMATION AND VIRTUAL WORLDS | - |
dc.citation.title | COMPUTER ANIMATION AND VIRTUAL WORLDS | - |
dc.citation.volume | 27 | - |
dc.citation.number | 3-4 | - |
dc.citation.startPage | 443 | - |
dc.citation.endPage | 450 | - |
dc.type.rims | ART | - |
dc.type.docType | Article; Proceedings Paper | - |
dc.description.journalClass | 1 | - |
dc.description.journalRegisteredClass | scie | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Computer Science | - |
dc.relation.journalWebOfScienceCategory | Computer Science, Software Engineering | - |
dc.subject.keywordAuthor | virtual reality | - |
dc.subject.keywordAuthor | character animation | - |
dc.subject.keywordAuthor | physics-based animation | - |
dc.subject.keywordAuthor | real-time motion control | - |
dc.subject.keywordAuthor | handling objects | - |
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