DocumentCode
2825760
Title
Avatar kinematics modeling for telecollaborative virtual environments
Author
Luciano, Cristian ; Banerjee, Pat
Author_Institution
Dept. of Mech. Eng., Illinois Univ., Chicago, IL, USA
Volume
2
fYear
2000
fDate
2000
Firstpage
1533
Abstract
This paper introduces the application of a more efficient mathematical representation of the kinematics of avatars, or digital human beings, in telecollaborative virtual reality environments (VRE). The human head, torso and arms were modeled as a redundant eight-degree-of-freedom kinematics structure using an excellent alternative tool to transformation matrices, called dual quaternions. This approach achieves an extremely fast and accurate iterative algorithm that converges to one possible solution of this inverse kinematics problem. The method was implemented and tested in a CAVE Automatic Virtual Environment to demonstrate its performance in real time
Keywords
groupware; kinematics; real-time systems; user interfaces; virtual reality; CAVE; avatar kinematics modeling; digital human beings; dual quaternions; eight-degree-of-freedom kinematics; inverse kinematics; iterative algorithm; mathematical representation; real time system; telecollaborative virtual reality; Arm; Automatic testing; Avatars; Humans; Iterative algorithms; Kinematics; Quaternions; Torso; Virtual environment; Virtual reality;
fLanguage
English
Publisher
ieee
Conference_Titel
Simulation Conference, 2000. Proceedings. Winter
Conference_Location
Orlando, FL
Print_ISBN
0-7803-6579-8
Type
conf
DOI
10.1109/WSC.2000.899137
Filename
899137
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