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CoolMoves

Karan Ahuja, Eyal Ofek, Mar González-Franco, Christian Holz, Andrew D. Wilson

2021Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies68 citationsDOIOpen Access PDF

Abstract

Current Virtual Reality (VR) systems are bereft of stylization and embellishment of the user's motion - concepts that have been well explored in animations for games and movies. We present CooIMoves, a system for expressive and accentuated full-body motion synthesis of a user's virtual avatar in real-time, from the limited input cues afforded by current consumer-grade VR systems, specifically headset and hand positions. We make use of existing motion capture databases as a template motion repository to draw from. We match similar spatio-temporal motions present in the database and then interpolate between them using a weighted distance metric. Joint prediction probability is then used to temporally smooth the synthesized motion, using human motion dynamics as a prior. This allows our system to work well even with very sparse motion databases (e.g., with only 3-5 motions per action). We validate our system with four experiments: a technical evaluation of our quantitative pose reconstruction and three additional user studies to evaluate the motion quality, embodiment and agency.

Topics & Concepts

Computer scienceMotion (physics)Motion captureHeadsetAvatarVirtual realityComputer visionArtificial intelligenceAnimationMetric (unit)Human–computer interactionComputer graphics (images)TelecommunicationsEconomicsOperations managementHuman Motion and AnimationHuman Pose and Action RecognitionVideo Analysis and Summarization
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