Towards Data-Driven Sword Fighting Experiences in VR

J. Dehesa, A. Vidler, C. Lutteroth, J. Padget
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引用次数: 1

Abstract

We present a data-driven animated character capable of blocking attacks from a user in a VR sword fighting experience. The system uses motion capture data and a machine learning model to recreate a believable blocking behaviour, suggesting the viability of full-featured data-driven interactive characters in VR. Our work is part of a larger vision of VR interaction as a two-level problem, separating spatial details from design concerns. In this context, here we provide the designers of the experience with a character from which a "blocking'' behaviour can be requested without further spatial specifications. This puts down a first building block in the construction of a controllable data-driven VR sword fighter capable of multiple behaviours.
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基于数据驱动的VR剑术体验
我们展示了一个数据驱动的动画角色,能够在VR剑斗体验中阻止用户的攻击。该系统使用动作捕捉数据和机器学习模型来重建可信的阻塞行为,这表明全功能数据驱动的虚拟现实互动角色的可行性。我们的工作是将VR交互作为两个层面问题的更大愿景的一部分,将空间细节与设计问题分开。在这种情况下,我们为设计师提供了一个角色的体验,无需进一步的空间规格就可以要求“阻塞”行为。这为构建具有多种行为的可控数据驱动的VR剑战士奠定了基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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