Abstract
This contribution describes a Virtual Reality (VR) based method for character animation that extends conventional motion capture by not only tracking an actor’s movements but also his or her interactions with the objects of a virtual environment. Rather than merely replaying the actor’s movements, the idea is that virtual characters learn to imitate the actor’s goal-directed behavior while interacting with the virtual scene. Following Arbib’s equation action = movement + goal we call this approach Action Capture. For this, the VR user’s body movements are analyzed and transformed into a multi-layered action representation. Behavioral animation techniques are then applied to synthesize animations which closely resemble the demonstrated action sequences. As an advantage, captured actions can often be naturally applied to virtual characters of different sizes and body proportions, thus avoiding retargeting problems of motion capture.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
M. A. Arbib. The mirror system, imitation, and the evolution of language. In Dautenhahn and Nehaniv Imitation in Animals and Artifacts. MIT, Cambridge, 2002.
H. B. Amor, G. Heumer, B. Jung, and A. Vitzthum. Grasp synthesis from low-dimensional probabilistic grasp models. Computer Animation and Virtual Worlds, 19(3–4):445–454, 2008.
H. B. Amor, M. Weber, G. Heumer, and B. Jung. Coordinate system transformations for imitation of goal-directed trajectories in virtual humans. In Virtual Environments 2007. IPT EGVE 2007. 13th Eurographics Symposium on Virtual Environments. Short Papers and Posters, 2007.
N. I. Badler, R. Bindiganavale, J. Allbeck, W. Schuler, L. Zhao, and M. Palmer. Parameterized action representation for virtual human agents. In Embodied conversational agents, pages 256–284. MIT Press, Cambridge, 2000.
P. Bakker and Y. Kuniyoshi. Robot see, Robot do: An Overview of Robot Imitation. In AISB96 Workshop: Learning in Robots and Animals, pages 3–11, 1996.
N. I. Badler, C. B. Phillips, and B. L. Webber. Simulating Humans: Computer Graphics and Animation and Control. Oxford University Press, New York, 1993.
A. Billard and R. Siegwart, editors. Special Issue on Robot Learning from Demonstration, volume 47 of Robotics and Autonomous Systems, 2004.
N. I. Badler, B. L. Webber, J. Kalita, and J. Esakov. Animation from instructions. In Making them move: mechanics, control, and animation of articulated figures, pages 51–93. Morgan Kaufmann, San Francisco, 1991.
A. P. Dempster, N. M. Laird, and D. B. Rubin. Maximum likelihood from incomplete data via the EM algorithm. Journal of the Royal Statistical Society. Series B (Methodological), 39(1):1–38, 1977.
K. Dautenhahn and C. Nehaniv, editors. Imitation in Animals and Artifacts. MIT, Cambridge, 2002.
F. Gommlich, G. Heumer, B. Jung, and A. Vitzthum. Simulation of Articulated Standard Control Actuators in Dynamic Virtual Environments. In Proceedings of IEEE Virtual Reality 2009, pages 269–270. IEEE, 2009.
M. Gleicher. Retargetting Motion to New Characters. In SIGGRAPH’98 Conference Proceedings, Computer Graphics Annual Conference Series, pages 33–42. ACM, 1998.
G. Heumer, H. B. Amor, and B. Jung. Grasp recognition for uncalibrated data gloves: A machine learning approach. Presence: Teleoperators & Virtual Environments, 17(2):121–142, 2008.
G. Heumer, H. B. Amor, M. Weber, and B. Jung. Grasp Recognition with Uncalibrated Data Gloves – A Comparison Of Classification Methods. In Proceedings of IEEE Virtual Reality Conference, VR ’07, pages 19–26, March 2007.
H. Heuer and J. Sangals. Task-dependent mixtures of coordinate systems in visuomotor transformations. Experimental Brain Research, 119(2):224-236, 1998.
W. L. Johnson and J. Rickel. Steve: an animated pedagogical agent for procedural training in virtual environments. SIGART Bulletin, 8(1–4):16–21, 1997.
A. Kendon. Gesture: Visible Action as Utterance. Cambridge University Press, Cambridge, 2004.
J. Kuffner and J. Latombe. Interactive Manipulation Planning for Animated Characters. In Proceedings of Pacific Graphics, 2000.
M. Kallmann and D. Thalmann. Direct 3D Interaction with Smart Objects. In Proceedings ACM VRST 99, London, 1999.
M. Kallmann and D. Thalmann. Modeling behaviors of interactive objects for real-time virtual environments. Journal of Visual Languages and Computing, 13(2):177–195, 2002.
A. N. Meltzoff. The human infant as imitative generalist: a 20-year progress report on infant imitation with implications for comparative psychology. In Social Learning in Animals: The Roots of Culture, pages 347–370, 1996.
A. Moon and M. Farsi. Grasp Quality Measures in the Control of Dextrous Robot Hands. Physical Modelling as a Basis for Control (Digest No: 1996/042), IEE Colloquium on, pages 6/1–6/4, 1996.
M. Möhring and B. Fröhlich. Enabling Functional Validation of Virtual Cars through Natural Interaction Metaphors. In Proceedings of IEEE Virtual Reality Conference, VR 2010, 2010.
C. L. MacKenzie and T. Iberall. The Grasping Hand. Elsevier-North Holland, 1994.
N. Magnenat-Thalmann and D. Thalmann, editors. Handbook of Virtual Humans. Wiley, 2004.
C. Nehaniv and K. Dautenhahn. The Correspondence Problem. In Dautenhahn and Nehaniv [DN02], pages 41–61.
C. Nehaniv and K. Dautenhahn, editors. Imitation and Social Learning in Robots, Humans and Animals: Behavioural, Social and Communicative Dimensions. Cambridge University Press, Cambridge, 2007.
N. S. Pollard and V. B. Zordan. Physically based Grasping Control from Example. In SCA ’05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation, pages 311–318. ACM, New York, 2005.
S. T. Roweis and L. K. Saul. Nonlinear dimensionality reduction by locally linear embedding. Science, 290(5500):2323–2326, 2000.
R. Rao, A. P. Shon, and A. N. Meltzoff. A Bayesian model of imitation in infants and robots. In Imitation and Social Learning in Robots, Humans and Animals: Behavioural, Social and Communicative Dimensions, Cambridge University Press, Cambridge, 2004.
G. Schlesinger. Der Mechanische Aufbau der Künstlichen Glieder. In M. Borchardt et al., editors, Ersatzglieder und Arbeitshilfen für Kriegsbeschädigte und Unfallverletzte, pages 321–661. Springer, Berlin, 1919.
J. B. Tenenbaum, V. de Silva, and J. C. Langford. A global geometric framework for nonlinear dimensionality reduction. Science, 290(5500):2319–2323, 2000.
E. L. Thorndike. Animal intelligence: an experimental study of the associative processes in animals. Psychological Review Monographs, 8, 1898.
B. Tomlinson. From linear to interactive animation: how autonomous characters change the process and product of animating. ACM Computers in Entertainment, 3(1), 2005.
A. Vitzthum, H. B. Amor, G. Heumer, and B. Jung. Action description for animation of virtual characters. In 6. Workshop Virtuelle und Erweiterte Realität. GI-Fachgruppe VR/AR, 2009.
M. Weber, G. Heumer, H. B. Amor, and B. Jung. An animation system for imitation of object grasping in virtual reality. In ICAT, pages 65–76, 2006.
World Wide Web Consortium. Synchronized Multimedia Integration Language (SMIL 3.0), 2008.
K. Yamane, J. J. Kuffner, and J. K. Hodgins. Synthesizing animations of human manipulation tasks. ACM Trans. Graph., 23(3):532–539, 2004.
Acknowledgements
The research described in this contribution was supported by the DFG (Deutsche Forschungsgemeinschaft) in the Virtual Workers project.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag/Wien
About this chapter
Cite this chapter
Jung, B., Amor, H.B., Heumer, G., Vitzthum, A. (2011). Action Capture: A VR-Based Method for Character Animation. In: Brunnett, G., Coquillart, S., Welch, G. (eds) Virtual Realities. Springer, Vienna. https://doi.org/10.1007/978-3-211-99178-7_6
Download citation
DOI: https://doi.org/10.1007/978-3-211-99178-7_6
Published:
Publisher Name: Springer, Vienna
Print ISBN: 978-3-211-99177-0
Online ISBN: 978-3-211-99178-7
eBook Packages: Computer ScienceComputer Science (R0)