Interacting with Intelligent Characters in AR
Abstract
In this paper, we explore interacting with virtual characters in AR along real-world environments. Our vision is that virtual characters will be able to understand the real-world environment and interact in an intelligent and realistic manner with it. For example, a character can walk around uneven stairs and slopes, or be pushed away by collisions with real-world objects like a ball. We describe how to automatically animate a new character, and imbue it’s motion with adaption to environments and reactions to perturbations from the real world.
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References
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BILLINGHURST, M., KATO, H., AND POUPYREV, I. 2001. The magicbook - moving seamlessly between reality and virtuality. Computer Graphics and Applications, IEEE 21, 3 (May), 6–8.
GRASSET, R., D¨UNSER, A., AND BILLINGHURST, M. 2008. Edutainment with a mixed reality book: A visually augmented illustrativechildrens’book. InProceedingsofthe2008InternationaConference on Advances in Computer Entertainment Technology, ACM, New York, NY, USA, ACE ’08, 292–295.
HOLOLENS, 2017. Microsoft, https://www.microsoft.com/enus/hololens/.
KIM, H., TAKAHASHI, I., YAMAMOTO, H., MAEKAWA, S., AND NAEMURA, T. 2014. Mario: Mid-airaugmentedrealityinteraction with objects. Entertainment Computing 5, 4, 233 – 241.
KOKKEVIS, E., METAXAS, D., AND BADIER, N. I. 1995. Autonomous animation, control of four-legged animals. In Proceedings of Graphics Interface ’95, GI ’95, 10–17.
KOVAR, L., GLEICHER, M., AND PIGHIN, F. 2002. Motion graphs. In Proceedings of the 29th Annual Conference on Computer Graphics and Interactive Techniques, ACM, New York, NY, USA, SIGGRAPH ’02, 473–482.
MEGARO, V., THOMASZEWSKI, B., NITTI, M., HILLIGES, O., GROSS, M., AND COROS, S. 2015. Interactive design of 3dprintable robotic creatures. ACM Trans. Graph. 34, 6 (Oct.), 216:1–216:9.
PUPPERMASTER. Rootmotion, http://root-motion.com/.
SCHERRER, C., PILET, J., FUA, P., AND LEPETIT, V. 2008. The haunted book. In ISMAR, IEEE Computer Society, 163–164.
TORKOS, N., AND VAN DE PANNE, M. 1998. Footprint–based quadruped motion synthesis. In Proceedings of the Graphics Interface 1998 Conference, June 18-20, 1998, Vancouver, BC, Canada, 151–160.
VUFORIA, 2017. Qualcomm, http://www.qualcomm.com/vuforia.
Published
2018-01-11
How to Cite
CIMEN, Gokcen et al.
Interacting with Intelligent Characters in AR.
International SERIES on Information Systems and Management in Creative eMedia (CreMedia), [S.l.], n. 2017/2, p. 24-29, jan. 2018.
ISSN 2341-5576.
Available at: <https://www.ambientmediaassociation.org/Journal/index.php/series/article/view/277>. Date accessed: 22 sep. 2023.
(c) International Ambient Media Association (iAMEA) [Copyright and License Transfer Agreement]