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Machine Translation - Existing work on the animation of signing avatars often relies on pure procedural techniques or on the playback of Motion Capture (MoCap) data. While the first solution...  相似文献   
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The ever growing use of virtual environments requires more and more engaging elements for enhancing user experiences. Specifically regarding sounding virtual environments, one promising option to achieve such realism and interactivity requirements is the use of virtual characters interacting with sounding objects. In this paper, we focus as a case study on virtual characters playing virtual music instruments. We address more specially the real-time motion control and interaction of virtual characters with their sounding environment for proposing engaging and compelling virtual music performances. Combining physics-based simulation with motion data is a recent approach to finely represent and modulate this motion-sound interaction, while keeping the realism and expressivity of the original captured motion. We propose a physically-enabled environment in which a virtual percussionist interacts with a physics-based sound synthesis algorithm. We introduce and extensively evaluate the Hybrid Inverse Motion Control (HIMC), a motion-driven hybrid control scheme dedicated to the synthesis of upper-body percussion movements. We also propose a physics-based sound synthesis model with which the virtual character can interact. Finally, we present an architecture offering an effective way to manage heterogenous data (motion and sound parameters) and feedback (visual and sound) that influence the resulting virtual percussion performances.  相似文献   
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Signing avatars are increasingly used as an interface for communication to the deaf community. In recent years, an emerging approach uses captured data to edit and generate sign language (SL) gestures. Thanks to motion editing operations (e.g., concatenation, mixing), this method offers the possibility to compose new utterances, thus facilitating the enrichment of the original corpus, enhancing the natural look of the animation, and promoting the avatar’s acceptability. However, designing such an editing system raises many questions. In particular, manipulating existing movements does not guarantee the semantic consistency of the reconstructed actions. A solution is to insert the human operator in a loop for constructing new utterances and to incorporate within the utterance’s structure constraints that are derived from linguistic patterns. This article discusses the main requirements for the whole pipeline design of interactive virtual signers, including: (1) the creation of corpora, (2) the needed resources for motion recording, (3) the annotation process as the heart of the SL editing process, (4) the building, indexing, and querying of a motion database, (5) the virtual avatar animation by editing and composing motion segments, and (6) the conception of a dedicated user interface according to user’ knowledge and abilities. Each step is illustrated by the authors’ recent work and results from the project Sign3D, i.e., an editing system of French Sign Language (LSF) content (http://sign3d.websourd.org/sltat).  相似文献   
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A new approach is presented to deal with the problem of modelling and simulating the control mechanisms underlying planned-arm-movements. We adopt a synergetic view in which we assume that the movement patterns are not explicitly programmed but rather are emergent properties of a dynamic system constrained by physical laws in space and time. The model automatically translates a high-level command specification into a complete movement trajectory. This is an inverse problem, since the dynamic variables controlling the current state of the system have to be calculated from movement outcomes such as the position of the arm endpoint. The proposed method is based on an optimization strategy: the dynamic system evolves towards a stable equilibrium position according to the minimization of a potential function. This system, which could well be described as a feedback control loop, obeys a set of non-linear differential equations. The gradient descent provides a solution to the problem which proves to be both numerically stable and computationally efficient. Moreover, the addition into the control loop of elements whose structure and parameters have a pertinent biological meaning allows for the synthesis of gestural signals whose global patterns keep the main invariants of human gestures. The model can be exploited to handle more complex gestures involving planning strategies of movement. Finally, the extension of the approach to the learning and control of non-linear biological systems is discussed.  相似文献   
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