Accelerometer-based user interfaces for the control of a physically simulated character

Author:

Shiratori Takaaki1,Hodgins Jessica K.1

Affiliation:

1. Carnegie Mellon University

Abstract

In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controllers have been developed by both independent and commercial developers. We add to this growing library with three performance interfaces that allow the user to control the motion of a dynamically simulated, animated character through the motion of his or her arms, wrists, or legs. For comparison, we also implement a traditional joystick/button interface. We assess these interfaces by having users test them on a set of tracks containing turns and pits. Two of the interfaces (legs and wrists) were judged to be more immersive and were better liked than the joystick/button interface by our subjects. All three of the Wiimote interfaces provided better control than the joystick interface based on an analysis of the failures seen during the user study.

Funder

Division of Information and Intelligent Systems

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

Reference43 articles.

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2. Interactive motion generation from examples

3. Performance animation from low-dimensional control signals

4. Layered acting for character animation

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