Monday, February 18, 2008

Real-time Locomotion Control by Sensing Gloves

Summary:

Komura and Lam propose using P5 gloves to control character motion. The authors feel that using a "walking fingers" can provide a more tangible interface for controlling motion than traditional joystick or keyboard techniques.

The authors use a P5 glove for their gesture capture, and the user first calibrates the fingers by moving them in time with a given walking animation displayed on a computer screen. This calibration happens by a simple function comparing the cycle of the user's fingers versus the cycle of the animation.

After calibration, the user's fingers should be in-sync with the walking motions. For animating quadrupeds, there might need to be a phase shift between the back and front legs.

To test their system, the authors used a CyberGlove and had users play mock games with characters jumping and navigating a maze. Their results showed that navigating with the glove is potentially easier in terms of the number of collisions in a maze, and the glove and keyboard controls allow maze navigation in approximately the same time.


Discussion:

There's not much to say about this paper. The results that they gave were odd, since User 2 completed the maze with a keyboard in 18 seconds but had 22 collisions, and with the glove in 31 seconds with 3 collisions. I'm not sure what to make of that data...

Other than that, the research aspect of this paper basically took a finger sine and mapped it to an animation's sine. It might make navigating in certain games easier, but only if you need to control the speed of the character with better precision.

1 comment:

Paul Taele said...

The lack of precision by their system for locomotion kind of makes its approach moot for general applications which make significant use of it. I think it's quite limiting to gimmicky applications, and their underwhelming user study and shoddy data doesn't really justify their system for use in locomotion.