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ABSTRACT
Motion capture data and techniques for blending, editing, and sequencing that data can produce rich, realistic character animation; however, the output of these motion processing techniques sometimes appears unnatural. For example, the motion may violate physical laws or reflect unreasonable forces from the character or the environment. While problems such as these can be fixed, doing so is not yet feasible in real time environments. We are interested in developing ways to estimate perceived error in animated human motion so that the output quality of motion processing techniques can be better controlled to meet user goals.This paper presents results of a study of user sensitivity to errors in animated human motion. Errors were systematically added to human jumping motion, and the ability of subjects to detect these errors was measured. We found that users were able to detect motion with errors, and noted some interesting trends: errors in horizontal velocity were easier to detect than errors in vertical velocity, and added accelerations were easier to detect than added decelerations. On the basis of our results, we propose a perceptually based metric for measuring errors in ballistic human motion.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 22
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Matthew Stone , Doug DeCarlo , Insuk Oh , Christian Rodriguez , Adrian Stere , Alyssa Lees , Chris Bregler, Speaking with hands: creating animated conversational characters from recordings of human performance, ACM Transactions on Graphics (TOG), v.23 n.3, August 2004
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Helena Pongrac , Jan Leupold , Stephan Behrendt , Berthold Färber , Georg Färber, Human Factors for Enhancing Live Video Streams with Virtual Reality: Performance, Situation Awareness, and Feeling of Telepresence, Presence: Teleoperators and Virtual Environments, v.16 n.5, p.488-508, October 2007
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