Computer Animation and Virtual Worlds

Cover image for Vol. 27 Issue 3-4

Edited By: Nadia Magnenat Thalmann and Daniel Thalmann

Impact Factor: 0.548

ISI Journal Citation Reports © Ranking: 2015: 88/106 (Computer Science Software Engineering)

Online ISSN: 1546-427X

Featured

  • Animating synthetic dyadic conversations with variations based on context and agent attributes

    Animating synthetic dyadic conversations with variations based on context and agent attributes

    The marketplace scenario.

  • An embodied approach to arthropod animation

    An embodied approach to arthropod animation

    Select frames of a tarantula climbing onto a vertical wall. Green dots show the intersection bounds of the rudimentary sensing mechanism, used to judge the proximity and relative angle of objects in the creature's path.

  • A system for automatic animation of piano performances

    A system for automatic animation of piano performances

    Key poses of finger crossover while playing scales. The first row shows a key frame of the thumb crossing over the middle finger while playing the C-major scale, and the second row shows a key frame of the thumb crossing over the ring finger while playing the D-major scale, both from three perspectives. Note that the ring/middle finger firmly presses down the keys, the fingers avoid collisions with black keys in C-major, the wrist maintains a natural rotation, and the thumb is positioned well on the key to play it after crossing over.

  • Painterly rendering techniques: a state-of-the-art review of current approaches

    Painterly rendering techniques: a state-of-the-art review of current approaches

    A sample input source images (A and A ′ ) along with the target input images (B) with the result output (B ′ ) produced using techniques presented in .

  • Haptic collision handling for simulation of transnasal surgery

    Haptic collision handling for simulation of transnasal surgery

    The endoscope (green) inside the nasal cavity during simulation of transnasal surgery. In the larger image, some interior structures were made visible. The anatomy is complex and challenging for computation of tissue–tool interaction.

  • Animating synthetic dyadic conversations with variations based on context and agent attributes
  • An embodied approach to arthropod animation
  • A system for automatic animation of piano performances
  • Painterly rendering techniques: a state-of-the-art review of current approaches
  • Haptic collision handling for simulation of transnasal surgery

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Recently Published Articles

  1. Perception of collisions between virtual characters

    Sybren A. Stüvel, A. Frank van der Stappen and Arjan Egges

    Version of Record online: 20 SEP 2016 | DOI: 10.1002/cav.1728

    Thumbnail image of graphical abstract

    This paper investigates the accuracy of human observers in recognizing collisions between virtual characters. We show the result of two user studies, where participants classify scenarios as “colliding” or “not colliding.” On average respondents correctly classified 72% (static) and 68% (animated) of the scenarios. The maximum uncertainty was observed when the characters are overlapping slightly and that there is a significant bias towards answering “not colliding.” We also discuss differences in bias in the recognition of upper-and lower-body collisions.

  2. Generating hand motion from body motion based on hand pose estimation

    Masaki Oshita and Yuta Senju

    Version of Record online: 6 SEP 2016 | DOI: 10.1002/cav.1730

    Thumbnail image of graphical abstract

    We propose a method to generate hand motion from full-body motion. We train a support vector machine from a number of full-body motions with manually specified hand-pose keyframes in order to choose one of four key hand poses based on the full-body pose. We realize smooth transitions between key hand poses and add small movements of fingers for generating plausible hand motions.

  3. Exploitation of multiplayer interaction and development of virtual puppetry storytelling using gesture control and stereoscopic devices

    Hui Liang, Jian Chang, Shujie Deng, Can Chen, Ruofeng Tong and Jian Jun Zhang

    Version of Record online: 16 AUG 2016 | DOI: 10.1002/cav.1727

    Thumbnail image of graphical abstract

    Digital storytelling is a powerful pedagogical tool for young children. In this paper, we design an immersive storytelling environment that allows multiple players to use naturally interactive hand gestures to manipulate virtual puppetry for assisting narration. A set of multimodal interaction techniques is presented for a hybrid user interface that integrates existing 3D visualization and interaction devices including head-mounted displays and depth motion sensor. Experiments show great potential to stimulate young children's learning abilities through collaboration tasks.

  4. Interaction with virtual crowd in Immersive and semi-Immersive Virtual Reality systems

    Marios Kyriakou, Xueni Pan and Yiorgos Chrysanthou

    Version of Record online: 15 AUG 2016 | DOI: 10.1002/cav.1729

  5. Anticipatory balance control and dimension reduction

    Amir H. Rabbani, Michiel van de Panne and Paul G. Kry

    Version of Record online: 13 JUL 2016 | DOI: 10.1002/cav.1726

    Thumbnail image of graphical abstract

    Learned center-of-mass reference trajectories enable anticipatory control for a variety of tasks, including (from left to right top to bottom): fast changes of pose; punching; catching and lifting; pushing; hitting and pulling.

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