25/04/2020

Touché: Data-Driven Interactive Sword Fighting in Virtual Reality

Javier Dehesa, Andrew Vidler, Christof Lutteroth, Julian Padget

Keywords: virtual reality, sword fighting, machine learning, animation, gesture recognition

Abstract: VR games offer new freedom for players to interact naturally using motion. This makes it harder to design games that react to player motions convincingly. We present a framework for VR sword fighting experiences against a virtual character that simplifies the necessary technical work to achieve a convincing simulation. The framework facilitates VR design by abstracting from difficult details on the lower "physical" level of interaction, using data-driven models to automate both the identification of user actions and the synthesis of character animations. Designers are able to specify the character’s behaviour on a higher "semantic" level using parameterised building blocks, which allow for control over the experience while minimising manual development work. We conducted a technical evaluation, a questionnaire study and an interactive user study. Our results suggest that the framework produces more realistic and engaging interactions than simple hand-crafted interaction logic, while supporting a controllable and understandable behaviour design.

The video of this talk cannot be embedded. You can watch it here:
https://www.youtube.com/watch?v=QY0Rae0S4do
(Link will open in new window)
 0
 0
 0
 0
This is an embedded video. Talk and the respective paper are published at CHI 2020 virtual conference. If you are one of the authors of the paper and want to manage your upload, see the question "My papertalk has been externally embedded..." in the FAQ section.

Comments

Post Comment
no comments yet
code of conduct: tbd Characters remaining: 140

Similar Papers