2012
Anthony Sorel; Richard Kulpa; Emmanuel Badier; Franck Multon
Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces Proceedings Article
In: Kallmann, Marcelo; Bekris, Kostas (Ed.): Motion in Games: 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings, pp. 370–373, Springer Berlin Heidelberg, Berlin, Heidelberg, 2012, ISBN: 978-3-642-34710-8.
Abstract | Links/Paper | BibTeX
@inproceedings{Sorel2012,
title = {Dealing with Variability When Recognizing User's Performance in Natural Gesture Interfaces},
author = {Anthony Sorel and Richard Kulpa and Emmanuel Badier and Franck Multon},
editor = {Marcelo Kallmann and Kostas Bekris},
url = {http://dx.doi.org/10.1007/978-3-642-34710-8_35},
doi = {10.1007/978-3-642-34710-8_35},
isbn = {978-3-642-34710-8},
year = {2012},
date = {2012-01-01},
booktitle = {Motion in Games: 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings},
pages = {370--373},
publisher = {Springer Berlin Heidelberg},
address = {Berlin, Heidelberg},
abstract = {Recognition of natural gestures is a key issue in videogames and other immersive applications. Whatever the motion capture device, the key problem is to recognize a motion that could be performed by different users at interactive time. Hidden Markov Models (HMM) are commonly used to recognize the performance of a user but they rely on a motion representation that strongly affects the global performance of the system. In this paper, we demonsrate that using a compact motion representation based on Morphology-Independent features offers better performance compared to classical motion representations especially for users whose data were not used for training.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2011
Anne-Marie Burns; Richard Kulpa; Annick Durny; Bernhard Spanlang; Mel Slater; Franck Multon
Using Virtual Humans and Computer Animations to Learn Complex Motor Skills: A Case Study in Karate Proceedings Article
In: BIO Web of Conferences, The International Conference SKILLS, pp. 1-4, Montpellier, France, 2011.
Abstract | Links/Paper | BibTeX
@inproceedings{Burns2011a,
title = {Using Virtual Humans and Computer Animations to Learn Complex Motor Skills: A Case Study in Karate},
author = {Anne-Marie Burns and Richard Kulpa and Annick Durny and Bernhard Spanlang and Mel Slater and Franck Multon},
url = {http://dx.doi.org/10.1051/bioconf/20110100012},
doi = {10.1051/bioconf/20110100012},
year = {2011},
date = {2011-12-01},
booktitle = {BIO Web of Conferences, The International Conference SKILLS},
volume = {1},
pages = {1-4},
address = {Montpellier, France},
abstract = {Learning motor skills is a complex task involving a lot of cognitive issues. One of the main issues consists in retrieving the relevant information from the learning environment. In a traditional learning situation, a teacher gives oral explanations and performs actions to provide the learner with visual examples. Using virtual reality (VR) as a tool for learning motor tasks is promising. However, it raises questions about the type of information this kind of environments can offer. In this paper, we propose to analyze the impact of virtual humans on the perception of the learners. As a case study, we propose to apply this research problem to karate gestures. The results of this study show no significant difference on the after training performance of learners confronted to three different learning environments (traditional group, video and VR).},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
C Martin; Benoit Bideau; Richard Kulpa
Upper limb joint loading and efficiency comparison of the tennis serve among various competitive levels Conference
12th World Congress of the Society for Tennis Medicine and Science, Paris, 2011.
@conference{Martin2011a,
title = {Upper limb joint loading and efficiency comparison of the tennis
serve among various competitive levels},
author = {C Martin and Benoit Bideau and Richard Kulpa},
year = {2011},
date = {2011-11-01},
booktitle = {12th World Congress of the Society for Tennis Medicine and Science},
address = {Paris},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
C Martin; Richard Kulpa; Benoit Bideau
Upper limb joint loading of the tennis serve at different ages and competitive levels Conference
International Tennis Federation Worldwide Coaches Conference, Egypt, 2011.
@conference{Martin2011b,
title = {Upper limb joint loading of the tennis serve at different ages and
competitive levels},
author = {C Martin and Richard Kulpa and Benoit Bideau},
year = {2011},
date = {2011-11-01},
booktitle = {International Tennis Federation Worldwide Coaches Conference},
address = {Egypt},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
C Martin; Benoit Bideau; Guillaume Nicolas; Richard Kulpa
Influence de la technique de service sur lénchaînement service-volée au tennis Conference
ACAPS (Association des Chercheurs en Activités Physiques et Sportives), Rennes, 2011.
@conference{Martin2011c,
title = {Influence de la technique de service sur lénchaînement service-volée au tennis},
author = {C Martin and Benoit Bideau and Guillaume Nicolas and Richard Kulpa},
year = {2011},
date = {2011-10-01},
booktitle = {ACAPS (Association des Chercheurs en Activités Physiques et Sportives)},
address = {Rennes},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Franck Multon; Richard Kulpa; Benoit Bideau
Special Issue: Virtual Reality and Sports Guest Editors' Introduction. Journal Article
In: Presence: Teleoperators and Virtual Environments, vol. 20, no. 1, pp. iii-iv, 2011, ISSN: 1054-7460.
@article{Multon2011,
title = {Special Issue: Virtual Reality and Sports Guest Editors' Introduction.},
author = {Franck Multon and Richard Kulpa and Benoit Bideau},
url = {http://www.mitpressjournals.org/doi/10.1162/pres_e_00029#.WGwaZVXhBEY},
doi = {10.1162/pres_a_00029},
issn = {1054-7460},
year = {2011},
date = {2011-01-01},
journal = {Presence: Teleoperators and Virtual Environments},
volume = {20},
number = {1},
pages = {iii-iv},
publisher = {Springer},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Benoit Bideau; Nicolas Vignais; Richard Kulpa; Cathy Craig; Paul Delamarche
Do the Kinematic of the Throwing Action in Handball Influence Goalkeeper's Judgement? Proceedings Article
In: EHF Science and Analytical Expertise in Handball, pp. 19-24, 2011.
@inproceedings{Bideau2011,
title = {Do the Kinematic of the Throwing Action in Handball Influence Goalkeeper's
Judgement?},
author = {Benoit Bideau and Nicolas Vignais and Richard Kulpa and Cathy Craig and Paul Delamarche},
year = {2011},
date = {2011-01-01},
booktitle = {EHF Science and Analytical Expertise in Handball},
pages = {19-24},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
A M Burns; A Marin; A Durny; B Spanlang; Slater M; F Multon; R Kulpa
Using virtual humans and computer animation is possible for complex motor skills learning. Proceedings Article
In: Computer Animation and Social Agents CASA'2011, Symposium on VR&Sports, 2011.
@inproceedings{Burns2011b,
title = {Using virtual humans and computer animation is possible for complex
motor skills learning.},
author = {A M Burns and A Marin and A Durny and B Spanlang and Slater M and F Multon and R Kulpa},
year = {2011},
date = {2011-01-01},
booktitle = {Computer Animation and Social Agents CASA'2011, Symposium on VR&Sports},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Richard Kulpa; Anne-Hélène Olivier; Jan Ondrej; Julien Pettré
Imperceptible Relaxation of Collision Avoidance Constraints in Virtual Crowds Journal Article
In: ACM Trans. Graph., vol. 30, no. 6, pp. 138:1–138:10, 2011, ISSN: 0730-0301.
Abstract | Links/Paper | BibTeX
@article{Kulpa2011a,
title = {Imperceptible Relaxation of Collision Avoidance Constraints in Virtual Crowds},
author = {Richard Kulpa and Anne-Hélène Olivier and Jan Ondrej and Julien Pettré},
url = {http://doi.acm.org/10.1145/2070781.2024172},
doi = {10.1145/2070781.2024172},
issn = {0730-0301},
year = {2011},
date = {2011-01-01},
journal = {ACM Trans. Graph.},
volume = {30},
number = {6},
pages = {138:1--138:10},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {The performance of an interactive virtual crowd system for entertainment purposes can be greatly improved by setting a level-of-details (LOD) strategy: in distant areas, collision avoidance can even be stealthy disabled to drastically speed-up simulation and to handle huge crowds. The greatest difficulty is then to select LODs to progressively simplify simulation in an imperceptible but efficient manner. The main objective of this work is to experimentally evaluate spectators' ability to detect the presence of collisions in simulations. Factors related to the conditions of observation and simulation are studied, such as the camera angles, distance to camera, level of interpenetration or crowd density. Our main contribution is to provide a LOD selection function resulting from two perceptual studies allowing crowd system designers to scale a simulation by relaxing the collision avoidance constraint in a least perceptible manner. The relaxation of this constraint is an important source for computational resources savings. Our results reveal several misconceptions in previously used LOD selection functions and suggest yet unexplored variables to be considered. We demonstrate our function efficiency over several evaluation scenarios.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Richard Kulpa; Anne-Hélène Olivier; Jan Ondrej; Julien Pettré
Imperceptible Relaxation of Collision Avoidance Constraints in Virtual Crowds Proceedings Article
In: Proceedings of the 2011 SIGGRAPH Asia Conference, pp. 138:1–138:10, ACM, Hong Kong, China, 2011, ISBN: 978-1-4503-0807-6.
Abstract | Links/Paper | BibTeX
@inproceedings{Kulpa2011b,
title = {Imperceptible Relaxation of Collision Avoidance Constraints in Virtual Crowds},
author = {Richard Kulpa and Anne-Hélène Olivier and Jan Ondrej and Julien Pettré},
url = {http://doi.acm.org/10.1145/2024156.2024172},
doi = {10.1145/2024156.2024172},
isbn = {978-1-4503-0807-6},
year = {2011},
date = {2011-01-01},
booktitle = {Proceedings of the 2011 SIGGRAPH Asia Conference},
pages = {138:1--138:10},
publisher = {ACM},
address = {Hong Kong, China},
series = {SA '11},
abstract = {The performance of an interactive virtual crowd system for entertainment purposes can be greatly improved by setting a level-of-details (LOD) strategy: in distant areas, collision avoidance can even be stealthy disabled to drastically speed-up simulation and to handle huge crowds. The greatest difficulty is then to select LODs to progressively simplify simulation in an imperceptible but efficient manner. The main objective of this work is to experimentally evaluate spectators' ability to detect the presence of collisions in simulations. Factors related to the conditions of observation and simulation are studied, such as the camera angles, distance to camera, level of interpenetration or crowd density. Our main contribution is to provide a LOD selection function resulting from two perceptual studies allowing crowd system designers to scale a simulation by relaxing the collision avoidance constraint in a least perceptible manner. The relaxation of this constraint is an important source for computational resources savings. Our results reveal several misconceptions in previously used LOD selection functions and suggest yet unexplored variables to be considered. We demonstrate our function efficiency over several evaluation scenarios.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Anne-Hélène Olivier; Richard Kulpa; Julien Pettré; Armel Crétual
A step-by-step modeling, analysis and annotation of locomotion Journal Article
In: Computer Animation and Virtual Worlds, vol. 22, no. 5, pp. 421–433, 2011, ISSN: 1546-427X.
Abstract | Links/Paper | BibTeX
@article{Olivier2011,
title = {A step-by-step modeling, analysis and annotation of locomotion},
author = {Anne-Hélène Olivier and Richard Kulpa and Julien Pettré and Armel Crétual},
url = {http://dx.doi.org/10.1002/cav.377},
doi = {10.1002/cav.377},
issn = {1546-427X},
year = {2011},
date = {2011-01-01},
journal = {Computer Animation and Virtual Worlds},
volume = {22},
number = {5},
pages = {421--433},
publisher = {John Wiley & Sons, Ltd},
abstract = {Annotating unlabeled motion captures plays an important role in Computer Animation for motion analysis and motion edition purposes. Locomotion is a difficult case study as all the limbs of the human body are involved whereas a low-dimensional global motion is performed. The oscillatory nature of the locomotion makes difficult the distinction between straight steps and turning ones, especially for subtle orientation changes. In this paper we propose to geometrically model the center of mass trajectory during locomotion as a Cequation image-continuous circular arcs sequence. Our model accurately analyzes the global motion into the velocity-curvature space. An experimental study demonstrates that an invariant law links curvature and velocity during straight walk. We finally illustrate how the resulting law can be used for annotation purposes: any unlabeled motion captured walk can be transformed into an annotated sequence of straight and turning steps. Several examples demonstrate the robustness of our approach and give comparison with classical threshold-based techniques.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Nicolas Vignais; Richard Kulpa; Damien Presse; Benoit Bideau
Comparative study of analysis methodologies for handball goalkeeping: videography or virtual environments? Conference
ACAPS (Association des Chercheurs en Activités Physiques et Sportives), 2011.
@conference{Vignais2011,
title = {Comparative study of analysis methodologies for handball goalkeeping:
videography or virtual environments?},
author = {Nicolas Vignais and Richard Kulpa and Damien Presse and Benoit Bideau},
year = {2011},
date = {2011-01-01},
booktitle = {ACAPS (Association des Chercheurs en Activités Physiques et Sportives)},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Gareth Watson; Sébastien Brault; Richard Kulpa; Benoit Bideau; Joe Butterfield; Cathy Craig
Judging the ‘passability’ of dynamic gaps in a virtual rugby environment Journal Article
In: Human Movement Science, vol. 30, no. 5, pp. 942 - 956, 2011, ISSN: 0167-9457, (EWOMS 2009: The European Workshop on Movement Science).
@article{Watson2011942,
title = {Judging the ‘passability’ of dynamic gaps in a virtual rugby environment},
author = {Gareth Watson and Sébastien Brault and Richard Kulpa and Benoit Bideau and Joe Butterfield and Cathy Craig},
url = {http://people.rennes.inria.fr/Richard.Kulpa/papers/2011_Watson_HMS.pdf},
doi = {http://dx.doi.org/10.1016/j.humov.2010.08.004},
issn = {0167-9457},
year = {2011},
date = {2011-01-01},
journal = {Human Movement Science},
volume = {30},
number = {5},
pages = {942 - 956},
note = {EWOMS 2009: The European Workshop on Movement Science},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2010
Benoit Bideau; Guillaume Nicolas; R H Sanders; Richard Kulpa
A New Method to Evaluate Cross-Sectional Area Based on Computer Animation of Swimming Conference
XIth International Symposium for Biomechanics and Medicine in Swimming, 2010.
@conference{Bideau2010,
title = {A New Method to Evaluate Cross-Sectional Area Based on Computer Animation
of Swimming},
author = {Benoit Bideau and Guillaume Nicolas and R H Sanders and Richard
Kulpa},
year = {2010},
date = {2010-06-01},
booktitle = {XIth International Symposium for Biomechanics and Medicine in Swimming},
pages = {65},
abstract = {INTRODUCTION: Reducing cross sectional area (CSA) during starts and turns is a key part of performance optimisation. Different methods have been used to obtain this parameter without any standard: total human body volume to the power 2/3, wetted area or frontal area based on planimetry technique (PT
) (Toussaint, 1990). These different methods can lead to discrepancies in drag values (Cappaert, 1994). Recently, Nicolas et al. (2009) used two synchronized camcorders to evaluate drag parameters during the different phases of an undulatory stroke cycle. However, such a technique needs accurate synchronization and calibration of the different camcorders views. The aim of this study is to provide a new method based on animation of virtual characters to obtain instantaneous cross-sectional area in an undulatory stroke cycle. Its main advantage is to obtain cross-sectional area as well as biomechanical analysis with a single camcorder in a sagittal plan and without space calibration. METHOD: A camcorder placed side-on to the swimmer recorded the undulatory movements in the sagittal plane of eight swimmers. This information provided the angles between limbs. These data were then used by our animation engine to animate a virtual swimmer whose anthropometric data came from the real swimmer. A specific algorithm has been developed to automatically obtain the CSA using body outlines. In order to validate our method, we also calculated the CSA using PT with a frontal camcorder view of the same undulatory movements. RESULTS/ DISCUSSION: Our results show similar values of maximum CSA using PT and the frontal camcorder view (0.012±0.003m²) and our algorithm based on 3D animation (0,014±0.004m²). The mean coefficient of variation between the results obtained from the two methods is 7.3%. This difference could be related to the level of details of the mesh used to model the avatar. One prospect to this work is to take resistive and propulsive body segments into account in CSA calculation. From this method, we intend to better understand swimming hydrodynamics and the way CSA influences active drag. More generally, this approach has been designed to provide new practical insights into swimming analysis protocols.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
) (Toussaint, 1990). These different methods can lead to discrepancies in drag values (Cappaert, 1994). Recently, Nicolas et al. (2009) used two synchronized camcorders to evaluate drag parameters during the different phases of an undulatory stroke cycle. However, such a technique needs accurate synchronization and calibration of the different camcorders views. The aim of this study is to provide a new method based on animation of virtual characters to obtain instantaneous cross-sectional area in an undulatory stroke cycle. Its main advantage is to obtain cross-sectional area as well as biomechanical analysis with a single camcorder in a sagittal plan and without space calibration. METHOD: A camcorder placed side-on to the swimmer recorded the undulatory movements in the sagittal plane of eight swimmers. This information provided the angles between limbs. These data were then used by our animation engine to animate a virtual swimmer whose anthropometric data came from the real swimmer. A specific algorithm has been developed to automatically obtain the CSA using body outlines. In order to validate our method, we also calculated the CSA using PT with a frontal camcorder view of the same undulatory movements. RESULTS/ DISCUSSION: Our results show similar values of maximum CSA using PT and the frontal camcorder view (0.012±0.003m²) and our algorithm based on 3D animation (0,014±0.004m²). The mean coefficient of variation between the results obtained from the two methods is 7.3%. This difference could be related to the level of details of the mesh used to model the avatar. One prospect to this work is to take resistive and propulsive body segments into account in CSA calculation. From this method, we intend to better understand swimming hydrodynamics and the way CSA influences active drag. More generally, this approach has been designed to provide new practical insights into swimming analysis protocols.
Benoit Bideau; Richard Kulpa; Nicola Vignais; Sébastien Brault; Franck Multon; Cathy Craig
Using Virtual Reality to Analyze Sports Performance Journal Article
In: IEEE Computer Graphics and Applications, vol. 30, no. 2, pp. 14-21, 2010.
Abstract | Links/Paper | BibTeX
@article{Bideau2010a,
title = {Using Virtual Reality to Analyze Sports Performance},
author = {Benoit Bideau and Richard Kulpa and Nicola Vignais and Sébastien
Brault and Franck Multon and Cathy Craig},
url = {http://ieeexplore.ieee.org/document/5339124/},
doi = {10.1109/MCG.2009.134},
year = {2010},
date = {2010-01-01},
journal = {IEEE Computer Graphics and Applications},
volume = {30},
number = {2},
pages = {14-21},
abstract = {Improving performance in sports can be difficult because many biomechanical, physiological, and psychological factors come into play during competition. A better understanding of the perception-action loop employed by athletes is necessary. This requires isolating contributing factors to determine their role in player performance. Because of its inherent limitations, video playback doesn't permit such in-depth analysis. Interactive, immersive virtual reality (VR) can overcome these limitations and foster a better understanding of sports performance from a behavioral-neuroscience perspective. Two case studies using VR technology and a sophisticated animation engine demonstrate how to use information from visual displays to inform a player's future course of action.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Sébastien Brault; Benoit Bideau; Cathy Craig; Richard Kulpa
Balancing deceit and disguise: How to successfully fool the defender in a 1 vs. 1 situation in rugby Journal Article
In: Human Movement Science, vol. 29, no. 3, pp. 412 - 425, 2010, ISSN: 0167-9457.
Abstract | Links/Paper | BibTeX
@article{Brault2010a,
title = {Balancing deceit and disguise: How to successfully fool the defender in a 1 vs. 1 situation in rugby},
author = {Sébastien Brault and Benoit Bideau and Cathy Craig and Richard Kulpa},
url = {http://people.rennes.inria.fr/Richard.Kulpa/papers/2010_Brault_HMS.pdf},
doi = {http://dx.doi.org/10.1016/j.humov.2009.12.004},
issn = {0167-9457},
year = {2010},
date = {2010-01-01},
journal = {Human Movement Science},
volume = {29},
number = {3},
pages = {412 - 425},
abstract = {Suddenly changing direction requires a whole body reorientation strategy. In sporting duels such as an attacker vs. a defender in rugby, successful body orientation/reorientation strategies are essential for successful performance. The aim of this study is to examine which biomechanical factors, while taking into account biomechanical constraints, are used by an attacker in a 1 vs. 1 duel in rugby. More specifically we wanted to examine how an attacker tries to deceive the defender yet disguise his intentions by comparing effective deceptive movements (DM+), ineffective deceptive movements (DM−), and non-deceptive movements (NDM). Eight French amateur expert rugby union players were asked to perform DMs and NDMs in a real 1 vs. 1 duel. For each type of movement (DM+, DM−, NDM) different relevant orientation/reorientation parameters, medio-lateral displacement of the center of mass (COM), foot, head, upper trunk, and lower trunk yaw; and upper trunk roll were analyzed and compared. Results showed that COM displacement and lower trunk yaw were minimized during DMs while foot displacement along with head and upper trunk yaw were exaggerated during DMs (DM+ and DM−). This would suggest that the player is using exaggerated body-related information to consciously deceive the defender into thinking he will run in a given direction while minimizing other postural control parameters to disguise a sudden change in posture necessary to modify final running direction. Further analysis of the efficacy of deceptive movements showed how the disguise and deceit strategies needed to be carefully balanced to successfully fool the defender.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Sébastien Brault; Richard Kulpa; Benoit Bideau; Cathy Craig
1 vs. 1: How do we anticipate the direction in which a player will run? Proceedings Article
In: 2nd International Congress of Complex Systems in Sport (ICCSS) & 10th European Workshop of Ecological Psychology (EWEP), Madeira, Portugal, 2010.
@inproceedings{Brault2010b,
title = {1 vs. 1: How do we anticipate the direction in which a player will
run?},
author = {Sébastien Brault and Richard Kulpa and Benoit Bideau and Cathy
Craig},
year = {2010},
date = {2010-01-01},
booktitle = {2nd International Congress of Complex Systems in Sport (ICCSS) &
10th European Workshop of Ecological Psychology (EWEP)},
address = {Madeira, Portugal},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Anne-Hélène Olivier; Jan Ondrej; Julien Pettré; Richard Kulpa; Armel Crétual
Interaction Between Real and Virtual Humans During Walking: Perceptual Evluation of a Simple Device Proceedings Article
In: Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization, pp. 117–124, ACM, Los Angeles, California, 2010, ISBN: 978-1-4503-0248-7.
Abstract | Links/Paper | BibTeX
@inproceedings{Olivier2010,
title = {Interaction Between Real and Virtual Humans During Walking: Perceptual Evluation of a Simple Device},
author = {Anne-Hélène Olivier and Jan Ondrej and Julien Pettré and Richard Kulpa and Armel Crétual},
url = {http://people.rennes.inria.fr/Richard.Kulpa/papers/2010_Olivier_APGV.pdf},
doi = {10.1145/1836248.1836271},
isbn = {978-1-4503-0248-7},
year = {2010},
date = {2010-01-01},
booktitle = {Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization},
pages = {117--124},
publisher = {ACM},
address = {Los Angeles, California},
series = {APGV '10},
abstract = {Validating that a real user can correctly perceive the motion of a virtual human is first required to enable realistic interactions between real and virtual humans during navigation tasks through virtual reality equipment. In this paper we focus on collision avoidance tasks. Previous works stated that real humans are able to accurately estimate others' motion and to avoid collisions with anticipation. Our main contribution is to propose a perceptual evaluation of a simple virtual reality system. The goal is to assess whether real humans are also able to accurately estimate a virtual human motion before collision avoidance. Results show that, even through a simple system, users are able to correctly evaluate the situation of an interaction on the qualitative point of view. Especially, in comparison with real interactions, users accurately decide whether they should give way to the virtual human or not. However, on the quantitative point of view, it is not easy for users to determine whether they will collide with virtual humans or not. On one hand, deciding to give way or not is a two-choice problem. On the other hand, detecting future collision requires to determine whether some visual variables belong some interval or not. We discuss this problem in terms of bearing angle.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Nicolas Vignais; Richard Kulpa; Cathy Craig; Benoit Bideau
Virtual Thrower Versus Real Goalkeeper: The Influence of Different Visual Conditions on Performance Journal Article
In: Presence: Teleoper. Virtual Environ., vol. 19, no. 4, pp. 281–290, 2010, ISSN: 1054-7460.
Abstract | Links/Paper | BibTeX
@article{Vignais2010a,
title = {Virtual Thrower Versus Real Goalkeeper: The Influence of Different Visual Conditions on Performance},
author = {Nicolas Vignais and Richard Kulpa and Cathy Craig and Benoit Bideau},
url = {http://dx.doi.org/10.1162/PRES_a_00003},
doi = {10.1162/PRES_a_00003},
issn = {1054-7460},
year = {2010},
date = {2010-01-01},
journal = {Presence: Teleoper. Virtual Environ.},
volume = {19},
number = {4},
pages = {281--290},
publisher = {MIT Press},
address = {Cambridge, MA, USA},
abstract = {In order to use virtual reality as a sport analysis tool, we need to be sure that an immersed athlete reacts realistically in a virtual environment. This has been validated for a real handball goalkeeper facing a virtual thrower. However, we currently ignore which visual variables induce a realistic motor behavior of the immersed handball goalkeeper. In this study, we used virtual reality to dissociate the visual information related to the movements of the player from the visual information related to the trajectory of the ball. Thus, the aim is to evaluate the relative influence of these different visual information sources on the goalkeeper's motor behavior. We tested 10 handball goalkeepers who had to predict the final position of the virtual ball in the goal when facing the following: only the throwing action of the attacking player (TA condition), only the resulting ball trajectory (BA condition), and both the throwing action of the attacking player and the resulting ball trajectory (TB condition). Here we show that performance was better in the BA and TB conditions, but contrary to expectations, performance was substantially worse in the TA condition. A significant effect of ball landing zone does, however, suggest that the relative importance between visual information from the player and the ball depends on the targeted zone in the goal. In some cases, body-based cues embedded in the throwing actions may have a minor influence on the ball trajectory and vice versa. Kinematics analysis was then combined with these results to determine why such differences occur depending on the ball landing zone and consequently how it can clarify the role of different sources of visual information on the motor behavior of an athlete immersed in a virtual environment.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Nicolas Vignais; Richard Kulpa; Cathy Craig; Benoit Bideau
Virtual thrower vs. real goalkeeper: influence of different visual conditions on performance. Conference
RAVE, 2010.
@conference{Vignais2010b,
title = {Virtual thrower vs. real goalkeeper: influence of different visual
conditions on performance.},
author = {Nicolas Vignais and Richard Kulpa and Cathy Craig and Benoit Bideau},
year = {2010},
date = {2010-01-01},
booktitle = {RAVE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Nicolas Vignais; Richard Kulpa; Cathy Craig; Sébastien Brault; Franck Multon; Benoit Bideau
Influence of the Graphical Levels of Detail of a Virtual Thrower on the Perception of the Movement Journal Article
In: Presence: Teleoper. Virtual Environ., vol. 19, no. 3, pp. 243–252, 2010, ISSN: 1054-7460.
Abstract | Links/Paper | BibTeX
@article{Vignais2010c,
title = {Influence of the Graphical Levels of Detail of a Virtual Thrower
on the Perception of the Movement},
author = {Nicolas Vignais and Richard Kulpa and Cathy Craig and Sébastien Brault and Franck Multon and Benoit Bideau},
url = {http://dx.doi.org/10.1162/pres.19.3.243},
doi = {10.1162/pres.19.3.243},
issn = {1054-7460},
year = {2010},
date = {2010-01-01},
journal = {Presence: Teleoper. Virtual Environ.},
volume = {19},
number = {3},
pages = {243--252},
abstract = {Virtual reality has a number of advantages for analyzing sports interactions such as the standardization of experimental conditions, stereoscopic vision, and complete control of animated humanoid movement. Nevertheless, in order to be useful for sports applications, accurate perception of simulated movement in the virtual sports environment is essential. This perception depends on parameters of the synthetic character such as the number of degrees of freedom of its skeleton or the levels of detail (LOD) of its graphical representation. This study focuses on the influence of this latter parameter on the perception of the movement. In order to evaluate it, this study analyzes the judgments of immersed handball goalkeepers that play against a graphically modified virtual thrower. Five graphical representations of the throwing action were defined: a textured reference level (L0), a nontextured level (L1), a wire-frame level (L2), a moving point light display (MLD) level with a normal-sized ball (L3), and a MLD level where the ball is represented by a point of light (L4). The results show that judgments made by goalkeepers in the L4 condition are significantly less accurate than in all the other conditions (p < .001). This finding means that the goalkeepers' perception of the movement is influenced more by the size of the ball during the judgment task than the graphical LOD of the throwing action. The MLD representation of the movement thus appears to be sufficient for a sports duel analysis in virtual environments.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2009
Nicolas Pronost; Franck Multon; Qilei Li; Weidong Geng; Richard Kulpa; Georges Dumont
Morphology independent motion retrieval and control Journal Article
In: International Journal of Virtual Reality, vol. 8, no. 4, pp. 57-65, 2009.
@article{Pronost2009,
title = {Morphology independent motion retrieval and control},
author = {Nicolas Pronost and Franck Multon and Qilei Li and Weidong Geng and Richard Kulpa and Georges Dumont},
year = {2009},
date = {2009-12-01},
journal = {International Journal of Virtual Reality},
volume = {8},
number = {4},
pages = {57-65},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Sébastien Brault; Benoit Bideau; Richard Kulpa; Gareth Watson; Cathy Craig
Pourquoi léxpert est-il meilleur ? Analyse des capacités dánticipation de mouvement de feinte virtuel en rugby. Conference
4èmes Journées de lÁFRV, Marseille, France, 2009.
@conference{Brault2009b,
title = {Pourquoi léxpert est-il meilleur ? Analyse des capacités dánticipation
de mouvement de feinte virtuel en rugby.},
author = {Sébastien Brault and Benoit Bideau and Richard Kulpa and Gareth Watson and Cathy Craig},
year = {2009},
date = {2009-10-01},
booktitle = {4èmes Journées de lÁFRV},
address = {Marseille, France},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Nicolas Vignais; Richard Kulpa; Franck Multon; Benoit Bideau
La prise dínformations visuelles du gardien de but de handball : analyse d'une situation en environnement virtuel Conference
ACAPS (Association des Chercheurs en Activités Physiques et Sportives), 2009.
@conference{Vignais2009b,
title = {La prise dínformations visuelles du gardien de but de handball :
analyse d'une situation en environnement virtuel},
author = {Nicolas Vignais and Richard Kulpa and Franck Multon and Benoit Bideau},
year = {2009},
date = {2009-01-01},
booktitle = {ACAPS (Association des Chercheurs en Activités Physiques et Sportives)},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Benoit Bideau; Richard Kulpa; Nicolas Vignais; Sébastien Brault; Cathy Craig
Virtual Reality to investigate sport performance Conference
European Workshop On Movement Science, 2009.
@conference{Bideau2009,
title = {Virtual Reality to investigate sport performance},
author = {Benoit Bideau and Richard Kulpa and Nicolas Vignais and Sébastien
Brault and Cathy Craig},
year = {2009},
date = {2009-01-01},
booktitle = {European Workshop On Movement Science},
pages = {20},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
S Brault; B Bideau; R Kulpa; C Craig
Detecting Deceptive Movement in 1 vs 1 Based on Global Body Displacement of a Rugby Player Journal Article
In: International Journal of Virtual Reality, vol. 8, no. 4, pp. 31–16, 2009.
@article{Brault2009b,
title = {Detecting Deceptive Movement in 1 vs 1 Based on Global Body Displacement
of a Rugby Player},
author = {S Brault and B Bideau and R Kulpa and C Craig},
year = {2009},
date = {2009-01-01},
journal = {International Journal of Virtual Reality},
volume = {8},
number = {4},
pages = {31--16},
abstract = {A key to success in many sports stems from the ability to anticipate what a player is going to do next. In sporting duels such as a 1 vs. 1 in rugby, the attacker can try and beat the defender by using deceptive movement. Those strategies involve an evolution of the centre of mass (COM) in the medio-lateral plane, from a minimal state to maximal displacement just before the final reorientation. The aim of this work is to consider this displacement as a motion-gap, as outlined in Tau theory, as a potential variable that may specify deceptive movement and as a means of comparing anticipatory performance between mid-level players and novices in rugby. Using a virtual reality set-up, 8 mid-level rugby players (ML) and 8 novices (NOV) observed deceptive (DM) and non-deceptive movements (NDM). The global framework used an occlusion time paradigm with four occlusion times. Participants had to judge the final direction of the attacker after the different cuts-off. For each movement and at each occlusion time, we coupled the ability to predict the good final direction with the value of the COM displacement in the medio-lateral (COM M/L) plane or with the Tau of this parameter (Tau COM). Firstly, results show that the Tau COM is a more predictive optical variable than the simple COM M/L. Secondly, this optical variable Tau COM is used by both groups, and finally, with a specific methodology we showed that mid-level players have significantly better anticipatory ability than the novice group.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Sébastien Brault; Benoit Bideau; Richard Kulpa; Cathy Craig
Detecting deceptive movements in rugby: an expert vs. novice player paradigm in a immersive interactive virtual reality environment. Conference
European Workshop On Movement Science, 2009.
@conference{Brault2009a,
title = {Detecting deceptive movements in rugby: an expert vs. novice player
paradigm in a immersive interactive virtual reality environment.},
author = {Sébastien Brault and Benoit Bideau and Richard Kulpa and Cathy Craig},
year = {2009},
date = {2009-01-01},
booktitle = {European Workshop On Movement Science},
pages = {21},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Richard Kulpa; Benoit Bideau; Cathy Craig
MKM: An Animation Engine For Sport Performance Analysis In Virtual Reality Conference
European Workshop On Movement Science, 2009.
@conference{Kulpa2009,
title = {MKM: An Animation Engine For Sport Performance Analysis In Virtual
Reality},
author = {Richard Kulpa and Benoit Bideau and Cathy Craig},
year = {2009},
date = {2009-01-01},
booktitle = {European Workshop On Movement Science},
pages = {19},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Franck Multon; Richard Kulpa; Ludovic Hoyet; Taku Komura
Interactive animation of virtual humans based on motion capture data Journal Article
In: Computer Animation and Virtual Worlds, vol. 20, no. 5-6, pp. 491–500, 2009, ISSN: 1546-427X.
Abstract | Links/Paper | BibTeX
@article{Multon2009,
title = {Interactive animation of virtual humans based on motion capture data},
author = {Franck Multon and Richard Kulpa and Ludovic Hoyet and Taku Komura},
url = {http://dx.doi.org/10.1002/cav.281},
doi = {10.1002/cav.281},
issn = {1546-427X},
year = {2009},
date = {2009-01-01},
journal = {Computer Animation and Virtual Worlds},
volume = {20},
number = {5-6},
pages = {491--500},
publisher = {John Wiley & Sons, Ltd.},
abstract = {This paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework can conduct morphological adaptation as well as kinematic and physically-based corrections. All these solvers are organized in layers in order to be easily combined together. Given locomotion as an example, the system automatically adapts the motion data to the size of the synthetic figure and to its environment; the character will correctly step over complex ground shapes and counteract with external forces applied to the body. Our framework is based on a frame-based solver. This ensures animating hundreds of humanoids with different morphologies in real-time. It is particularly suitable for interactive applications such as video games and virtual reality where a user interacts in an unpredictable way.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Guillaume Nicolas; Benoit Bideau; Richard Kulpa; Olivier Rué; Maxime Billien; Nicolas Vignais; Paul Delamarche
Biomechanical evaluation for the identification of free kick determinants in soccer Proceedings Article
In: European Workshop On Movement Science, pp. 55, 2009.
@inproceedings{Nicolas2009,
title = {Biomechanical evaluation for the identification of free kick determinants
in soccer},
author = {Guillaume Nicolas and Benoit Bideau and Richard Kulpa and Olivier
Rué and Maxime Billien and Nicolas Vignais and Paul Delamarche},
year = {2009},
date = {2009-01-01},
booktitle = {European Workshop On Movement Science},
pages = {55},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Nicolas Vignais; Benoit Bideau; Cathy Craig; Sébastien Brault; Franck Multon; Paul Delamarche; Richard Kulpa
Does the level of graphical detail of a virtual handball thrower influence a goalkeeper's motor response? Journal Article
In: Journal of Sports Science & Medicine, vol. 8, no. 4, pp. 501-508, 2009.
Abstract | Links/Paper | BibTeX
@article{Vignais2009b,
title = {Does the level of graphical detail of a virtual handball thrower
influence a goalkeeper's motor response?},
author = {Nicolas Vignais and Benoit Bideau and Cathy Craig and Sébastien Brault and Franck Multon and Paul Delamarche and Richard Kulpa},
url = {https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3761546/},
year = {2009},
date = {2009-01-01},
journal = {Journal of Sports Science & Medicine},
volume = {8},
number = {4},
pages = {501-508},
abstract = {The authors investigated how different levels of detail (LODs) of a virtual throwing action can influence a handball goalkeeper’s motor response. Goalkeepers attempted to stop a virtual ball emanating from five different graphical LODs of the same virtual throwing action. The five levels of detail were: a textured reference level (L0), a non-textured level (L1), a wire-frame level (L2), a point-light-display (PLD) representation (L3) and a PLD level with reduced ball size (L4). For each motor response made by the goalkeeper we measured and analyzed the time to respond (TTR), the percentage of successful motor responses, the distance between the ball and the closest limb (when the stopping motion was incorrect) and the kinematics of the motion. Results showed that TTR, percentage of successful motor responses and distance with the closest limb were not significantly different for any of the five different graphical LODs. However the kinematics of the motion revealed that the trajectory of the stopping limb was significantly different when comparing the L1 and L3 levels, and when comparing the L1 and L4 levels. These differences in the control of the goalkeeper’s actions suggests that the different level of information available in the PLD representations (L3 and L4) are causing the goalkeeper to adopt different motor strategies to control the approach of their limb to stop the ball.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Nicolas Vignais; Benoit Bideau; Cathy Craig; Sébastien Brault; Franck Multon; Richard Kulpa
Virtual Environments for Sport Analysis: Perception-Action Coupling in Handball Goalkeeping Journal Article
In: International Journal of Virtual Reality, vol. 8, no. 4, pp. 43–48, 2009.
@article{Vignais2009c,
title = {Virtual Environments for Sport Analysis: Perception-Action Coupling
in Handball Goalkeeping},
author = {Nicolas Vignais and Benoit Bideau and Cathy Craig and Sébastien Brault and Franck Multon and Richard Kulpa},
year = {2009},
date = {2009-01-01},
journal = {International Journal of Virtual Reality},
volume = {8},
number = {4},
pages = {43--48},
publisher = {International Journal of Virtual Reality},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Nicolas Vignais; Benoit Bideau; Richard Kulpa; Cathy Craig; Sébastien Brault; Franck Multon
Handball goalkeeping and the analysis of the perception-action coupling in virtual environment Conference
Virtual Reality and Graphical Interaction, 2009.
@conference{Vignais2009a,
title = {Handball goalkeeping and the analysis of the perception-action coupling
in virtual environment},
author = {Nicolas Vignais and Benoit Bideau and Richard Kulpa and Cathy Craig and Sébastien Brault and Franck Multon},
year = {2009},
date = {2009-01-01},
booktitle = {Virtual Reality and Graphical Interaction},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Gareth Watson; Sébastien Brault; Benoit Bideau; Richard Kulpa; Joe Butterfield; Cathy Craig
Heads up rugby: studying action in response to changing visual information Proceedings Article
In: European Workshop On Movement Science, pp. 22, 2009.
@inproceedings{Watson2009,
title = {Heads up rugby: studying action in response to changing visual information},
author = {Gareth Watson and Sébastien Brault and Benoit Bideau and Richard
Kulpa and Joe Butterfield and Cathy Craig},
year = {2009},
date = {2009-01-01},
booktitle = {European Workshop On Movement Science},
pages = {22},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Anne-Hélène Olivier; Richard Kulpa; Julien Pettré; Armel Crétual
A Velocity-Curvature Space Approach for Walking Motions Analysis Book Chapter
In: Egges, Arjan; Geraerts, Roland; Overmars, Mark (Ed.): Motion in Games: Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings, pp. 104–115, Springer Berlin Heidelberg, Berlin, Heidelberg, 2009, ISBN: 978-3-642-10347-6.
Abstract | Links/Paper | BibTeX
@inbook{Olivier2009,
title = {A Velocity-Curvature Space Approach for Walking Motions Analysis},
author = {Anne-Hélène Olivier and Richard Kulpa and Julien Pettré and Armel Crétual},
editor = {Arjan Egges and Roland Geraerts and Mark Overmars},
url = {http://dx.doi.org/10.1007/978-3-642-10347-6_10},
doi = {10.1007/978-3-642-10347-6_10},
isbn = {978-3-642-10347-6},
year = {2009},
date = {2009-01-01},
booktitle = {Motion in Games: Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings},
pages = {104--115},
publisher = {Springer Berlin Heidelberg},
address = {Berlin, Heidelberg},
abstract = {This paper presents an automatic turns detection and annotation technique which works from unlabeled captured locomotion. Motion annotation is required by several motion capture editing techniques. Detection of turns is made difficult because of the oscillatory nature of the human locomotion. Our contribution is to address this problem by analyzing the trajectory of the center of mass of the human body into a velocity-curvature space representation. Our approach is based on experimental observations of carefully captured human motions. We demonstrate the efficiency and the accuracy of our approach.},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}
2008
Nicolas Pronost; Franck Multon; Qilei Li; Weidong Geng; Richard Kulpa; Georges Dumont
Interactive Animation of Virtual Characters: Application to Virtual Kung-Fu Fighting Proceedings Article
In: 2008 International Conference on Cyberworlds, pp. 276-283, 2008.
Abstract | Links/Paper | BibTeX
@inproceedings{Pronost2008,
title = {Interactive Animation of Virtual Characters: Application to Virtual Kung-Fu Fighting},
author = {Nicolas Pronost and Franck Multon and Qilei Li and Weidong Geng and Richard Kulpa and Georges Dumont},
url = {http://ieeexplore.ieee.org/document/4741311/},
doi = {10.1109/CW.2008.33},
year = {2008},
date = {2008-09-01},
booktitle = {2008 International Conference on Cyberworlds},
pages = {276-283},
abstract = {This paper aims at proposing a framework for animating virtual humans that can efficiently interact with real users in virtual reality (VR). If the user's order can be modeled as targets and commands, the system searches a database for the most convenient behavior. In order to avoid using a huge database that can deal with any kind of situation, we propose to associate this searching process to an adaptation module. Hence, even if the selected motion is not perfectly suited with the situation, it can be adapted in order to reach accurately the target specified by the user. This framework is illustrated with a kung-fu fighter example. Two people are involved in this example: the user and the supervisor. The user is displacing in the real environment while the position of his head is tracked in real-time thanks to reflective markers. The virtual opponent follows the displacement of the user to stay close to him. At any time, the supervisor can ask the virtual character to kick or punch the user. Our system automatically searches for the convenient motion in an average-size database (75 motions compared to hundreds of motions required for motion graphs) and adapts it to the current situation.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
F Multon; R Kulpa; B Bideau
MKM: A Global Framework for Animating Humans in Virtual Reality Applications Journal Article
In: Presence, vol. 17, no. 1, pp. 17-28, 2008, ISSN: 1054-7460.
Abstract | Links/Paper | BibTeX
@article{Multon2008a,
title = {MKM: A Global Framework for Animating Humans in Virtual Reality Applications},
author = {F Multon and R Kulpa and B Bideau},
url = {http://ieeexplore.ieee.org/document/6797564/},
doi = {10.1162/pres.17.1.17},
issn = {1054-7460},
year = {2008},
date = {2008-02-01},
journal = {Presence},
volume = {17},
number = {1},
pages = {17-28},
abstract = {Virtual humans are more and more used in VR applications, but their animation is still a challenge, especially if complex tasks must be carried out in interaction with the user. In many applications with virtual humans, credible virtual characters play a major role in presence. Motion editing techniques assume that the natural laws are intrinsically encoded in prerecorded trajectories and that modifications may preserve these natural laws, leading to credible autonomous actors. However, a complete knowledge of all the constraints is required to ensure continuity or to synchronize and blend several actions necessary to achieve a given task. We propose a framework capable of performing these tasks in an interactive environment that can change at each frame, depending on the user’s orders. This framework enables VR applications to animate from dozens of characters in real time for complex constraints, to hundreds of characters if only ground adaptation is performed. It offers the following capabilities: motion synchronization, blending, retargeting, and adaptation thanks to enhanced inverse kinetics and kinematics solver. To evaluate this framework, we have compared the motor behavior of subjects in real and in virtual environments.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Richard Kulpa
Animation interactive d'humanoïdes de synthèse Conference
10ème Forum International des Technologies de lÁnimation (FITA), 2008.
@conference{Kulpa2008,
title = {Animation interactive d'humanoïdes de synthèse},
author = {Richard Kulpa},
year = {2008},
date = {2008-01-01},
booktitle = {10ème Forum International des Technologies de lÁnimation (FITA)},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Fabrice Lamarche; Richard Kulpa
Real-time animation of virtual humans in complex environments Conference
FMX, 2008.
@conference{Lamarche2008,
title = {Real-time animation of virtual humans in complex environments},
author = {Fabrice Lamarche and Richard Kulpa},
year = {2008},
date = {2008-01-01},
booktitle = {FMX},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Franck Multon; Richard Kulpa; Ludovic Hoyet; Taku Komura
From Motion Capture to Real-Time Character Animation Proceedings Article
In: Egges, Arjan; Kamphuis, Arno; Overmars, Mark (Ed.): Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers, pp. 72–81, Springer Berlin Heidelberg, Berlin, Heidelberg, 2008, ISBN: 978-3-540-89220-5.
Abstract | Links/Paper | BibTeX
@inproceedings{Multon2008b,
title = {From Motion Capture to Real-Time Character Animation},
author = {Franck Multon and Richard Kulpa and Ludovic Hoyet and Taku Komura},
editor = {Arjan Egges and Arno Kamphuis and Mark Overmars},
url = {http://dx.doi.org/10.1007/978-3-540-89220-5_8},
doi = {10.1007/978-3-540-89220-5_8},
isbn = {978-3-540-89220-5},
year = {2008},
date = {2008-01-01},
booktitle = {Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers},
pages = {72--81},
publisher = {Springer Berlin Heidelberg},
address = {Berlin, Heidelberg},
abstract = {This paper describes a framework for animating virtual characters in real-time environments thanks to motion capture data. In this paper, we mainly focus on the adaptation of motion capture data to the virtual skeleton and to its environment. To speed-up this real-time process we introduce a morphology-independent representation of motion. Based on this representation, we have redesigned the methods for inverse kinematics and kinetics so that our method can adapt the motion thanks to spacetime constraints, including a control of the center of mass position. If the resulting motion doesn’t satisfy general mechanical laws (such as maintaining the angular momentum constant during aerial phases) the current pose is corrected. External additional forces can also be considered in the dynamic correction module so that the character automatically bend his hips when pushing heavy objects, for example. All this process is performed in real-time.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2007
Franck Multon; Ludovic Hoyet; Taku Komura; Richard Kulpa
Dynamic motion adaptation for 3D acrobatic humanoids Proceedings Article
In: 2007 7th IEEE-RAS International Conference on Humanoid Robots, pp. 346-351, 2007, ISSN: 2164-0572.
Abstract | Links/Paper | BibTeX
@inproceedings{Multon2007,
title = {Dynamic motion adaptation for 3D acrobatic humanoids},
author = {Franck Multon and Ludovic Hoyet and Taku Komura and Richard Kulpa},
doi = {10.1109/ICHR.2007.4813892},
issn = {2164-0572},
year = {2007},
date = {2007-11-01},
booktitle = {2007 7th IEEE-RAS International Conference on Humanoid Robots},
pages = {346-351},
abstract = {Low-cost dynamics is a key issue in planning complex motions. This paper aims at proposing a fast algorithm in order to simulate aerial motions for humanoids while using motion capture data. As the real subject has obviously different anthropometric parameters than the synthetic robot, directly applying motion capture data leads to a non-respect of physical laws. As a consequence, the humanoid can land in a bad configuration. During aerial phase, the acceleration of the center of mass may be different from gravity and the angular momentum may change incorrectly. This so-called retargetting problem is generally addressed in computer animation by solving kinematic constraints. In this paper, we propose a dynamic filter that is able to rapidly adapt motion in order to preserve its physical correctness. If the original motion is changed by a user or just replayed on a different skeleton, the filter is about to correct the postures at each time step in less than 2 ms in a common computer. It's consequently possible to change an arm motion during the aerial phase and to immediately check its effect on the global rotation of the humanoid.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Nicolas Pronost; Franck Multon; Qilei Li; Weidong Geng; Richard Kulpa; Georges Dumont
Techniques dánimation pour gérer les interactions entre un combattant virtuel et un sujet réel Conference
2èmes Journées de lÁFRV, Marseille, France, 2007.
@conference{Pronost2007,
title = {Techniques dánimation pour gérer les interactions entre un combattant
virtuel et un sujet réel},
author = {Nicolas Pronost and Franck Multon and Qilei Li and Weidong Geng and Richard Kulpa and Georges Dumont},
year = {2007},
date = {2007-10-01},
booktitle = {2èmes Journées de lÁFRV},
address = {Marseille, France},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
N Vignais; R Kulpa; C Craig; S Brault; Bilavarn J; F Multon; B Bideau
Influence du niveau de détails d'un mouvement de tir virtuel sur la perception des gardiens de but de handball Conference
Deuxième journées de lÁssociation Française de Réalité Virtuelle, Augmentée, Mixte et d'Interaction 3D, 2007.
@conference{Vignais2007,
title = {Influence du niveau de détails d'un mouvement de tir virtuel
sur la perception des gardiens de but de handball},
author = {N Vignais and R Kulpa and C Craig and S Brault and Bilavarn J and F Multon and B Bideau},
year = {2007},
date = {2007-10-01},
booktitle = {Deuxième journées de lÁssociation Française de Réalité
Virtuelle, Augmentée, Mixte et d'Interaction 3D},
abstract = {Etude comparant láccuité du gardien de handball à arrêter
un lancer en fonction du niveau de détails de la représentation
3D. Comparaison entre MLD, fil de fer, complet sans texture et avec
texture. L'étude semble démontrer un taux de réussite
similaire dans tous les cas sauf celui où le ballon est représenté
par un point de la dimension des points MLD.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
un lancer en fonction du niveau de détails de la représentation
3D. Comparaison entre MLD, fil de fer, complet sans texture et avec
texture. L'étude semble démontrer un taux de réussite
similaire dans tous les cas sauf celui où le ballon est représenté
par un point de la dimension des points MLD.
Ronan Boulic; Richard Kulpa
Inverse Kinematics and Kinetics for Virtual Humanoids Proceedings Article
In: Myszkowski, Karol; Havran, Vlastimil (Ed.): Eurographics 2007 - Tutorials, pp. 173-243, The Eurographics Association, 2007.
Abstract | Links/Paper | BibTeX
@inproceedings{Boulic2007,
title = {Inverse Kinematics and Kinetics for Virtual Humanoids},
author = {Ronan Boulic and Richard Kulpa},
editor = {Karol Myszkowski and Vlastimil Havran},
url = {http://diglib.eg.org/handle/10.2312/egt.20071063.173-243},
doi = {10.2312/egt.20071063},
year = {2007},
date = {2007-01-01},
booktitle = {Eurographics 2007 - Tutorials},
pages = {173-243},
publisher = {The Eurographics Association},
abstract = {The present tutorial deals with the use of inverse kinematics and kinetics for postural adaptations of virtual humanoids to different kind of constraints. It first proposes an overview of the problematic of this thematic and then of the existing techniques. Then it technically describes two key approaches: the prioritized inverse kinematics for accurate and realistic adaptation and a CCD-like algorithm based on groups for fast and realistic adaptation of hundreds of characters in real-time.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Ludovic Hoyet; Franck Multon; Taku Komura; Richard Kulpa
Adaptation dynamique de mouvements aériens Conference
Revue Internationale de CFAO : Journées de lÁFIG, 2007.
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title = {Adaptation dynamique de mouvements aériens},
author = {Ludovic Hoyet and Franck Multon and Taku Komura and Richard Kulpa},
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Richard Kulpa; Franck Multon
Natural posture prediction using fast iterative algorithms Journal Article
In: Computer Methods in Biomechanics and Biomedical Engineering, vol. 10, no. sup1, pp. 51-52, 2007.
@article{Kulpa2007,
title = {Natural posture prediction using fast iterative algorithms},
author = {Richard Kulpa and Franck Multon},
url = {http://dx.doi.org/10.1080/10255840701479933},
doi = {10.1080/10255840701479933},
year = {2007},
date = {2007-01-01},
journal = {Computer Methods in Biomechanics and Biomedical Engineering},
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Franck Multon; Ludovic Hoyet; Taku Komura; Richard Kulpa
Interactive Control of Physically-valid Aerial Motion: Application to VR Training System for Gymnasts Proceedings Article
In: Proceedings of the 2007 ACM Symposium on Virtual Reality Software and Technology, pp. 77–80, ACM, Newport Beach, California, 2007, ISBN: 978-1-59593-863-3.
Abstract | Links/Paper | BibTeX
@inproceedings{Multon:2007:ICP:1315184.1315196,
title = {Interactive Control of Physically-valid Aerial Motion: Application to VR Training System for Gymnasts},
author = {Franck Multon and Ludovic Hoyet and Taku Komura and Richard Kulpa},
url = {http://doi.acm.org/10.1145/1315184.1315196},
doi = {10.1145/1315184.1315196},
isbn = {978-1-59593-863-3},
year = {2007},
date = {2007-01-01},
booktitle = {Proceedings of the 2007 ACM Symposium on Virtual Reality Software and Technology},
pages = {77--80},
publisher = {ACM},
address = {Newport Beach, California},
series = {VRST '07},
abstract = {This paper aims at proposing a new method to animate aerial motions in interactive environments while taking dynamics into account. Classical approaches are based on spacetime constraints and require a complete knowledge of the motion. However, in Virtual Reality, the user's actions are unpredictable so that such techniques cannot be used. In this paper, we deal with the simulation of gymnastic aerial motions in virtual reality. A user can directly interact with the virtual gymnast thanks to a real-time motion capture system. The user's arm motions are blended to the original aerial motions in order to verify their consequences on the virtual gymnast's performance. Hence, a user can select an initial motion, an initial velocity vector, an initial angular momentum, and a virtual character. Each of these choices has a direct influence on mechanical values such as the linear and angular momentum. We thus have developed an original method to adapt the character's poses at each time step in order to make these values compatible with mechanical laws: the angular momentum is constant during the aerial phase and the linear one is determined at take-off. Our method enables to animate up to 16 characters at 30hz on a common PC. To sum-up, our method enables to solve kinematic constraints, to retarget motion and to correct it to satisfy mechanical laws. The virtual gymnast application described in this paper is very promising to help sports-men getting some ideas which postures are better during the aerial phase for better performance.},
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}
Nicolas Vignais; Richard Kulpa; Cathy Craig; Sébastien Brault; Julien Bilavarn; Franck Multon; Benoit Bideau
Influence du niveau de détails d'un mouvement de tir virtuel sur la perception des gardiens de but de handball Proceedings Article
In: 2nd Journées de lÁFRV, 2007.
@inproceedings{Vignais2007a,
title = {Influence du niveau de détails d'un mouvement de tir virtuel
sur la perception des gardiens de but de handball},
author = {Nicolas Vignais and Richard Kulpa and Cathy Craig and Sébastien Brault and Julien Bilavarn and Franck Multon and Benoit Bideau},
year = {2007},
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2006
Carole Durocher; Franck Multon; Richard Kulpa
Dynamic Control of Captured Motions to Verify New Constraints Book Chapter
In: Gibet, Sylvie; Courty, Nicolas; Kamp, Jean-François (Ed.): Gesture in Human-Computer Interaction and Simulation: 6th International Gesture Workshop, GW 2005, Berder Island, France, May 18-20, 2005, Revised Selected Papers, pp. 200–211, Springer Berlin Heidelberg, Berlin, Heidelberg, 2006, ISBN: 978-3-540-32625-0.
@inbook{Durocher2006,
title = {Dynamic Control of Captured Motions to Verify New Constraints},
author = {Carole Durocher and Franck Multon and Richard Kulpa},
editor = {Sylvie Gibet and Nicolas Courty and Jean-François Kamp},
url = {http://dx.doi.org/10.1007/11678816_23},
doi = {10.1007/11678816_23},
isbn = {978-3-540-32625-0},
year = {2006},
date = {2006-01-01},
booktitle = {Gesture in Human-Computer Interaction and Simulation: 6th International Gesture Workshop, GW 2005, Berder Island, France, May 18-20, 2005, Revised Selected Papers},
pages = {200--211},
publisher = {Springer Berlin Heidelberg},
address = {Berlin, Heidelberg},
keywords = {},
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Nicolas Vignais; Benoit Bideau; Cathy Craig; Franck Multon; Richard Kulpa; Reinoud Bootsma
Évaluation de la perception du gardien de handball : mise en place d'un cadre de travail en environnement virtuel Proceedings Article
In: Premières Journées de lÁFRV, 2006.
@inproceedings{Vignais2006,
title = {Évaluation de la perception du gardien de handball : mise en
place d'un cadre de travail en environnement virtuel},
author = {Nicolas Vignais and Benoit Bideau and Cathy Craig and Franck Multon and Richard Kulpa and Reinoud Bootsma},
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