Often in games, a virtual character is required to interact with objects in the surrounding environment. These interactions can occur in different locations, with different items, often in combination with environment navigation tasks. This results in switching and blending between different motions in order to fit to restrictions due to the position of the character and the interaction circumstances. In this paper, we conduct perceptual experiments to gain knowledge about such interactions and deduce important factors about their design for game animators. Our results identify at what point interaction information is obvious, and which body parts are most important to consider. We find that general information about target position is evid...
The impression of animacy from the motion of simple shapes typically relies on synthetically defined...
Daily activities require agents to interact with each other, such as during collision avoidance. The...
International audienceIn virtual reality, several manipulation techniques distort users’ motions, fo...
This thesis aims to increase our knowledge about the planning and organization of aiming and prehens...
Virtual environments are used in very diverse applications: from leisure games to professional train...
The goal of this work is to develop an approach to the design of natural and immersive interaction m...
Interpersonal coordination in sports can be studied by examining interactions between agents. Eviden...
Interpersonal coordination in sports can be studied by examining interactions between agents. Eviden...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Background: Coordinating actions in human social interactions relies on visual information about the...
Previous research has revealed changes in the perception of objects due to changes of object-oriente...
Character animation plays an important role in games, simulations and movies. Unfortunately, creatin...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
International audienceIn computer animation, the creation of believable and engaging virtual charact...
Previous studies have shown that the representation of the body in action contributes and calibrates...
The impression of animacy from the motion of simple shapes typically relies on synthetically defined...
Daily activities require agents to interact with each other, such as during collision avoidance. The...
International audienceIn virtual reality, several manipulation techniques distort users’ motions, fo...
This thesis aims to increase our knowledge about the planning and organization of aiming and prehens...
Virtual environments are used in very diverse applications: from leisure games to professional train...
The goal of this work is to develop an approach to the design of natural and immersive interaction m...
Interpersonal coordination in sports can be studied by examining interactions between agents. Eviden...
Interpersonal coordination in sports can be studied by examining interactions between agents. Eviden...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Background: Coordinating actions in human social interactions relies on visual information about the...
Previous research has revealed changes in the perception of objects due to changes of object-oriente...
Character animation plays an important role in games, simulations and movies. Unfortunately, creatin...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
International audienceIn computer animation, the creation of believable and engaging virtual charact...
Previous studies have shown that the representation of the body in action contributes and calibrates...
The impression of animacy from the motion of simple shapes typically relies on synthetically defined...
Daily activities require agents to interact with each other, such as during collision avoidance. The...
International audienceIn virtual reality, several manipulation techniques distort users’ motions, fo...