Abstract
Badminton is a fast and complicated sport under diverse occasions. It requires players to be swift, which make its simulation challenging. This paper proposes a sophisticated method to implement a Virtual Badminton System (VBS) using motion capture technique. We establish a database by collecting a variety of actions after analyzing and concluding basic badminton motions. Editing and controlling methods are adopted on motion sequences to simulate more occasions. Our system combines motions together by a high-level Finite State Machine (FSM) to describe the badminton logic of the virtual athlete, and create movements like the virtual athlete reacting automatically with a series of characteristic swings when interacting with user. Physical collision model is also added to enhance the immersion of our system.
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Wang, L., Qi, Y., Shen, X. (2007). The Design and Implementation of VBS. In: Hui, Kc., et al. Technologies for E-Learning and Digital Entertainment. Edutainment 2007. Lecture Notes in Computer Science, vol 4469. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73011-8_6
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DOI: https://doi.org/10.1007/978-3-540-73011-8_6
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-73010-1
Online ISBN: 978-3-540-73011-8
eBook Packages: Computer ScienceComputer Science (R0)