Computer Graphics Forum · 2010 · 64 citations · 182 references
Avatar AnimationMotion NaturalnessVirtual HumanKinesiologyVirtual HumansReal Time AnimationVirtual RealityImmersive TechnologyAffective Computing3D User InteractionHuman MotionHealth SciencesDanceAnimationDifferent Animation ParadigmsTrade‐off Between NaturalnessAbstract Virtual HumansVirtual WorldsHuman-computer InteractionHuman MovementArtsMotion GraphicsVirtual Character
Abstract Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade‐off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control.
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