Motion Synthesis for Virtual Reality Applications

碩士 === 朝陽科技大學 === 工業工程與管理系碩士班 === 101 === Building a computer model of a humanoid diplopod mechanism is relatively easy nowadays, but the emulation of a realistic human motion is somewhat difficult. Realistic motions are driven by motion intentions that solved the real world tasks, and performed by...

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Bibliographic Details
Main Authors: Bo-Fan Chen, 陳柏汎
Other Authors: Tzong-Ming Cheng
Format: Others
Language:zh-TW
Published: 2012
Online Access:http://ndltd.ncl.edu.tw/handle/36691636553680853740
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Summary:碩士 === 朝陽科技大學 === 工業工程與管理系碩士班 === 101 === Building a computer model of a humanoid diplopod mechanism is relatively easy nowadays, but the emulation of a realistic human motion is somewhat difficult. Realistic motions are driven by motion intentions that solved the real world tasks, and performed by jointed trunk and limbs that satisfy the interactions. The levels of authenticity of the emulated motions are often justified by the smoothness and the elegancy, which were resulting from the balance of body-weights and the experience of joint comfort respectively. All these feelings are delicately and complicatedly joined together, and are difficult to define. Although applications of emulated motions are plenty, most attempts disregarded the authenticity and focused on visual pleasing only. A realistic digital emulation may generate valuable data without any harmful human experiments. In this research, synthesized motions are created by merging or bridging basic motions, which satisfy motion intention, and with adaptive modifications that comply with the body constraints. A basic motion is a series of joints data that follow human biomechanics. All emulated motions are verified joint by joint to detect the angular positions, and provide both visual and tactile smoothness.